@babylonjs/core 7.53.3 → 7.54.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1260) hide show
  1. package/AudioV2/abstractAudio/abstractAudioBus.d.ts +2 -3
  2. package/AudioV2/abstractAudio/abstractAudioBus.js.map +1 -1
  3. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -3
  4. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  5. package/AudioV2/abstractAudio/audioEngineV2.d.ts +11 -1
  6. package/AudioV2/abstractAudio/audioEngineV2.js +14 -1
  7. package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
  8. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -1
  9. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  10. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +4 -2
  11. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +13 -13
  12. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  13. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.d.ts +5 -2
  14. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js +11 -9
  15. package/AudioV2/webAudio/subNodes/stereoWebAudioSubNode.js.map +1 -1
  16. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.d.ts +5 -2
  17. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js +11 -9
  18. package/AudioV2/webAudio/subNodes/volumeWebAudioSubNode.js.map +1 -1
  19. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.d.ts +1 -1
  20. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js +2 -2
  21. package/AudioV2/webAudio/subNodes/webAudioAnalyzerSubNode.js.map +1 -1
  22. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.d.ts +3 -3
  23. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js +9 -9
  24. package/AudioV2/webAudio/subNodes/webAudioBaseSubGraph.js.map +1 -1
  25. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.d.ts +2 -2
  26. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +11 -11
  27. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  28. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +11 -10
  29. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  30. package/AudioV2/webAudio/webAudioBus.d.ts +6 -6
  31. package/AudioV2/webAudio/webAudioBus.js +27 -8
  32. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioEngine.d.ts +19 -7
  34. package/AudioV2/webAudio/webAudioEngine.js +43 -29
  35. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  36. package/AudioV2/webAudio/webAudioMainBus.d.ts +3 -5
  37. package/AudioV2/webAudio/webAudioMainBus.js +11 -12
  38. package/AudioV2/webAudio/webAudioMainBus.js.map +1 -1
  39. package/AudioV2/webAudio/webAudioMainOut.d.ts +4 -1
  40. package/AudioV2/webAudio/webAudioMainOut.js +6 -4
  41. package/AudioV2/webAudio/webAudioMainOut.js.map +1 -1
  42. package/AudioV2/webAudio/webAudioNode.d.ts +2 -2
  43. package/AudioV2/webAudio/webAudioNode.js.map +1 -1
  44. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -7
  45. package/AudioV2/webAudio/webAudioStaticSound.js +29 -29
  46. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  47. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +6 -6
  48. package/AudioV2/webAudio/webAudioStreamingSound.js +27 -27
  49. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  50. package/AudioV2/webAudio/webAudioUnmuteUI.d.ts +15 -0
  51. package/AudioV2/webAudio/webAudioUnmuteUI.js +46 -0
  52. package/AudioV2/webAudio/webAudioUnmuteUI.js.map +1 -0
  53. package/Behaviors/Meshes/pointerDragBehavior.js +10 -0
  54. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  55. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +4 -1
  56. package/Cameras/Inputs/BaseCameraPointersInput.js +10 -7
  57. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  58. package/DeviceInput/webDeviceInputSystem.js +21 -3
  59. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  60. package/Engines/abstractEngine.js +5 -11
  61. package/Engines/abstractEngine.js.map +1 -1
  62. package/Engines/thinEngine.d.ts +2 -1
  63. package/Engines/thinEngine.js +10 -2
  64. package/Engines/thinEngine.js.map +1 -1
  65. package/Engines/webgpuEngine.d.ts +2 -1
  66. package/Engines/webgpuEngine.js +3 -2
  67. package/Engines/webgpuEngine.js.map +1 -1
  68. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +3 -0
  69. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  70. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +6 -0
  71. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  72. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.d.ts +16 -1
  73. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js +33 -1
  74. package/FlowGraph/Blocks/Execution/flowGraphConsoleLogBlock.js.map +1 -1
  75. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.d.ts +6 -6
  76. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js +31 -4
  77. package/FlowGraph/Blocks/Execution/flowGraphSetVariableBlock.js.map +1 -1
  78. package/FlowGraph/flowGraphCoordinator.d.ts +21 -1
  79. package/FlowGraph/flowGraphCoordinator.js +51 -2
  80. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  81. package/FlowGraph/flowGraphParser.js +3 -0
  82. package/FlowGraph/flowGraphParser.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +4 -4
  84. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  85. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +4 -4
  86. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  87. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js +2 -2
  88. package/FrameGraph/Node/Blocks/PostProcesses/anaglyphPostProcessBlock.js.map +1 -1
  89. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +4 -4
  90. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  91. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +25 -15
  92. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  93. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +6 -6
  94. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  95. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +4 -2
  96. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  97. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js +2 -0
  98. package/FrameGraph/Node/Blocks/Rendering/objectRendererBlock.js.map +1 -1
  99. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js +2 -0
  100. package/FrameGraph/Node/Blocks/Rendering/taaObjectRendererBlock.js.map +1 -1
  101. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js +4 -2
  102. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.js.map +1 -1
  103. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +4 -4
  104. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  105. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +4 -4
  106. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
  107. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +2 -2
  108. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  109. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.d.ts → cullObjectsBlock.d.ts} +3 -3
  110. package/FrameGraph/Node/Blocks/{Rendering/cullObjectsBlock.js → cullObjectsBlock.js} +4 -4
  111. package/FrameGraph/Node/Blocks/cullObjectsBlock.js.map +1 -0
  112. package/FrameGraph/Node/Blocks/executeBlock.js +1 -2
  113. package/FrameGraph/Node/Blocks/executeBlock.js.map +1 -1
  114. package/FrameGraph/Node/Blocks/index.d.ts +1 -1
  115. package/FrameGraph/Node/Blocks/index.js +1 -1
  116. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  117. package/FrameGraph/Node/Blocks/resourceContainerBlock.js +16 -16
  118. package/FrameGraph/Node/Blocks/resourceContainerBlock.js.map +1 -1
  119. package/FrameGraph/Node/nodeRenderGraphBlock.d.ts +1 -1
  120. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  121. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  122. package/FrameGraph/Tasks/Layers/baseLayerTask.js +4 -4
  123. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  124. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -0
  125. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +2 -2
  126. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  127. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +2 -2
  128. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  129. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +4 -4
  130. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  131. package/FrameGraph/index.d.ts +1 -1
  132. package/FrameGraph/index.js +1 -1
  133. package/FrameGraph/index.js.map +1 -1
  134. package/Gizmos/gizmo.js +25 -17
  135. package/Gizmos/gizmo.js.map +1 -1
  136. package/Loading/Plugins/babylonFileLoader.js +4 -0
  137. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  138. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +4 -3
  139. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  140. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +26 -17
  141. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  142. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js +8 -0
  143. package/Materials/Node/Blocks/Fragment/shadowMapBlock.js.map +1 -1
  144. package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
  145. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  146. package/Materials/Node/nodeMaterial.d.ts +2 -0
  147. package/Materials/Node/nodeMaterial.js +6 -1
  148. package/Materials/Node/nodeMaterial.js.map +1 -1
  149. package/Materials/Node/nodeMaterialBlock.js +11 -2
  150. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  151. package/Materials/Node/nodeMaterialBuildState.js +41 -13
  152. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  153. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +11 -1
  154. package/Materials/Node/nodeMaterialBuildStateSharedData.js +11 -1
  155. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  156. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  157. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  158. package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +1 -0
  159. package/Materials/PBR/pbrSubSurfaceConfiguration.js +3 -0
  160. package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
  161. package/Materials/material.js +1 -1
  162. package/Materials/material.js.map +1 -1
  163. package/Meshes/Node/Blocks/conditionBlock.d.ts +4 -0
  164. package/Meshes/Node/Blocks/conditionBlock.js +19 -8
  165. package/Meshes/Node/Blocks/conditionBlock.js.map +1 -1
  166. package/Misc/decorators.js +2 -2
  167. package/Misc/decorators.js.map +1 -1
  168. package/Misc/sceneSerializer.js +2 -0
  169. package/Misc/sceneSerializer.js.map +1 -1
  170. package/Physics/v2/Plugins/havokPlugin.js +1 -0
  171. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  172. package/PostProcesses/subSurfaceScatteringPostProcess.d.ts +3 -0
  173. package/PostProcesses/subSurfaceScatteringPostProcess.js +16 -1
  174. package/PostProcesses/subSurfaceScatteringPostProcess.js.map +1 -1
  175. package/Rendering/subSurfaceConfiguration.js +5 -1
  176. package/Rendering/subSurfaceConfiguration.js.map +1 -1
  177. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js +3 -1
  178. package/Shaders/ShadersInclude/backgroundFragmentDeclaration.js.map +1 -1
  179. package/Shaders/ShadersInclude/backgroundUboDeclaration.js +3 -1
  180. package/Shaders/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  181. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +3 -1
  182. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  183. package/Shaders/ShadersInclude/bakedVertexAnimation.js +3 -1
  184. package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  185. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  186. package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  187. package/Shaders/ShadersInclude/bayerDitherFunctions.js +3 -1
  188. package/Shaders/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  189. package/Shaders/ShadersInclude/bonesDeclaration.js +3 -1
  190. package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
  191. package/Shaders/ShadersInclude/bonesVertex.js +3 -1
  192. package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
  193. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js +3 -1
  194. package/Shaders/ShadersInclude/boundingBoxRendererFragmentDeclaration.js.map +1 -1
  195. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js +3 -1
  196. package/Shaders/ShadersInclude/boundingBoxRendererUboDeclaration.js.map +1 -1
  197. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js +3 -1
  198. package/Shaders/ShadersInclude/boundingBoxRendererVertexDeclaration.js.map +1 -1
  199. package/Shaders/ShadersInclude/bumpFragment.js +3 -1
  200. package/Shaders/ShadersInclude/bumpFragment.js.map +1 -1
  201. package/Shaders/ShadersInclude/bumpFragmentFunctions.js +3 -1
  202. package/Shaders/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  203. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  204. package/Shaders/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  205. package/Shaders/ShadersInclude/bumpVertex.js +3 -1
  206. package/Shaders/ShadersInclude/bumpVertex.js.map +1 -1
  207. package/Shaders/ShadersInclude/bumpVertexDeclaration.js +3 -1
  208. package/Shaders/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  209. package/Shaders/ShadersInclude/clipPlaneFragment.js +3 -1
  210. package/Shaders/ShadersInclude/clipPlaneFragment.js.map +1 -1
  211. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  212. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  213. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js +3 -1
  214. package/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2.js.map +1 -1
  215. package/Shaders/ShadersInclude/clipPlaneVertex.js +3 -1
  216. package/Shaders/ShadersInclude/clipPlaneVertex.js.map +1 -1
  217. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  218. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  219. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js +3 -1
  220. package/Shaders/ShadersInclude/clipPlaneVertexDeclaration2.js.map +1 -1
  221. package/Shaders/ShadersInclude/decalFragment.js +3 -1
  222. package/Shaders/ShadersInclude/decalFragment.js.map +1 -1
  223. package/Shaders/ShadersInclude/decalFragmentDeclaration.js +3 -1
  224. package/Shaders/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  225. package/Shaders/ShadersInclude/decalVertexDeclaration.js +3 -1
  226. package/Shaders/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  227. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +3 -1
  228. package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
  229. package/Shaders/ShadersInclude/defaultUboDeclaration.js +3 -1
  230. package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  231. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +3 -1
  232. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  233. package/Shaders/ShadersInclude/depthPrePass.js +3 -1
  234. package/Shaders/ShadersInclude/depthPrePass.js.map +1 -1
  235. package/Shaders/ShadersInclude/diffusionProfile.js +3 -1
  236. package/Shaders/ShadersInclude/diffusionProfile.js.map +1 -1
  237. package/Shaders/ShadersInclude/fibonacci.js +3 -2
  238. package/Shaders/ShadersInclude/fibonacci.js.map +1 -1
  239. package/Shaders/ShadersInclude/fogFragment.js +3 -1
  240. package/Shaders/ShadersInclude/fogFragment.js.map +1 -1
  241. package/Shaders/ShadersInclude/fogFragmentDeclaration.js +3 -1
  242. package/Shaders/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  243. package/Shaders/ShadersInclude/fogVertex.js +3 -1
  244. package/Shaders/ShadersInclude/fogVertex.js.map +1 -1
  245. package/Shaders/ShadersInclude/fogVertexDeclaration.js +3 -1
  246. package/Shaders/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  247. package/Shaders/ShadersInclude/fresnelFunction.js +3 -1
  248. package/Shaders/ShadersInclude/fresnelFunction.js.map +1 -1
  249. package/Shaders/ShadersInclude/gaussianSplatting.js +3 -1
  250. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  251. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  252. package/Shaders/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  253. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  254. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  255. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  256. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  257. package/Shaders/ShadersInclude/geometryUboDeclaration.js +3 -1
  258. package/Shaders/ShadersInclude/geometryUboDeclaration.js.map +1 -1
  259. package/Shaders/ShadersInclude/geometryVertexDeclaration.js +3 -1
  260. package/Shaders/ShadersInclude/geometryVertexDeclaration.js.map +1 -1
  261. package/Shaders/ShadersInclude/harmonicsFunctions.js +3 -1
  262. package/Shaders/ShadersInclude/harmonicsFunctions.js.map +1 -1
  263. package/Shaders/ShadersInclude/hdrFilteringFunctions.js +3 -1
  264. package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  265. package/Shaders/ShadersInclude/helperFunctions.js +3 -1
  266. package/Shaders/ShadersInclude/helperFunctions.js.map +1 -1
  267. package/Shaders/ShadersInclude/imageProcessingCompatibility.js +3 -1
  268. package/Shaders/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  269. package/Shaders/ShadersInclude/imageProcessingDeclaration.js +3 -1
  270. package/Shaders/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  271. package/Shaders/ShadersInclude/imageProcessingFunctions.js +3 -1
  272. package/Shaders/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  273. package/Shaders/ShadersInclude/importanceSampling.js +3 -1
  274. package/Shaders/ShadersInclude/importanceSampling.js.map +1 -1
  275. package/Shaders/ShadersInclude/instancesDeclaration.js +3 -1
  276. package/Shaders/ShadersInclude/instancesDeclaration.js.map +1 -1
  277. package/Shaders/ShadersInclude/instancesVertex.js +3 -1
  278. package/Shaders/ShadersInclude/instancesVertex.js.map +1 -1
  279. package/Shaders/ShadersInclude/intersectionFunctions.js +3 -1
  280. package/Shaders/ShadersInclude/intersectionFunctions.js.map +1 -1
  281. package/Shaders/ShadersInclude/kernelBlurFragment.js +3 -1
  282. package/Shaders/ShadersInclude/kernelBlurFragment.js.map +1 -1
  283. package/Shaders/ShadersInclude/kernelBlurFragment2.js +3 -1
  284. package/Shaders/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  285. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  286. package/Shaders/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  287. package/Shaders/ShadersInclude/kernelBlurVertex.js +3 -1
  288. package/Shaders/ShadersInclude/kernelBlurVertex.js.map +1 -1
  289. package/Shaders/ShadersInclude/lightFragment.js +3 -1
  290. package/Shaders/ShadersInclude/lightFragment.js.map +1 -1
  291. package/Shaders/ShadersInclude/lightFragmentDeclaration.js +3 -1
  292. package/Shaders/ShadersInclude/lightFragmentDeclaration.js.map +1 -1
  293. package/Shaders/ShadersInclude/lightUboDeclaration.js +3 -1
  294. package/Shaders/ShadersInclude/lightUboDeclaration.js.map +1 -1
  295. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  296. package/Shaders/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  297. package/Shaders/ShadersInclude/lightVxUboDeclaration.js +3 -1
  298. package/Shaders/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  299. package/Shaders/ShadersInclude/lightsFragmentFunctions.js +3 -1
  300. package/Shaders/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  301. package/Shaders/ShadersInclude/lineUboDeclaration.js +3 -1
  302. package/Shaders/ShadersInclude/lineUboDeclaration.js.map +1 -1
  303. package/Shaders/ShadersInclude/lineVertexDeclaration.js +3 -1
  304. package/Shaders/ShadersInclude/lineVertexDeclaration.js.map +1 -1
  305. package/Shaders/ShadersInclude/logDepthDeclaration.js +3 -1
  306. package/Shaders/ShadersInclude/logDepthDeclaration.js.map +1 -1
  307. package/Shaders/ShadersInclude/logDepthFragment.js +3 -1
  308. package/Shaders/ShadersInclude/logDepthFragment.js.map +1 -1
  309. package/Shaders/ShadersInclude/logDepthVertex.js +3 -1
  310. package/Shaders/ShadersInclude/logDepthVertex.js.map +1 -1
  311. package/Shaders/ShadersInclude/ltcHelperFunctions.js +3 -1
  312. package/Shaders/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  313. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  314. package/Shaders/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  315. package/Shaders/ShadersInclude/meshFragmentDeclaration.js +3 -1
  316. package/Shaders/ShadersInclude/meshFragmentDeclaration.js.map +1 -1
  317. package/Shaders/ShadersInclude/meshUboDeclaration.js +3 -1
  318. package/Shaders/ShadersInclude/meshUboDeclaration.js.map +1 -1
  319. package/Shaders/ShadersInclude/meshVertexDeclaration.js +3 -1
  320. package/Shaders/ShadersInclude/meshVertexDeclaration.js.map +1 -1
  321. package/Shaders/ShadersInclude/morphTargetsVertex.js +3 -1
  322. package/Shaders/ShadersInclude/morphTargetsVertex.js.map +1 -1
  323. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  324. package/Shaders/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  325. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  326. package/Shaders/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  327. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  328. package/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  329. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js +3 -1
  330. package/Shaders/ShadersInclude/mrtFragmentDeclaration.js.map +1 -1
  331. package/Shaders/ShadersInclude/oitDeclaration.js +3 -1
  332. package/Shaders/ShadersInclude/oitDeclaration.js.map +1 -1
  333. package/Shaders/ShadersInclude/oitFragment.js +3 -1
  334. package/Shaders/ShadersInclude/oitFragment.js.map +1 -1
  335. package/Shaders/ShadersInclude/packingFunctions.js +3 -1
  336. package/Shaders/ShadersInclude/packingFunctions.js.map +1 -1
  337. package/Shaders/ShadersInclude/pbrBRDFFunctions.js +3 -1
  338. package/Shaders/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  339. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  340. package/Shaders/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  341. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  342. package/Shaders/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  343. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  344. package/Shaders/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  345. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  346. package/Shaders/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  347. package/Shaders/ShadersInclude/pbrBlockClearcoat.js +3 -1
  348. package/Shaders/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  349. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  350. package/Shaders/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  351. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  352. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  353. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  354. package/Shaders/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  355. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  356. package/Shaders/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  357. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  358. package/Shaders/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  359. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  360. package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  361. package/Shaders/ShadersInclude/pbrBlockIridescence.js +3 -1
  362. package/Shaders/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  363. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  364. package/Shaders/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  365. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  366. package/Shaders/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  367. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  368. package/Shaders/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  369. package/Shaders/ShadersInclude/pbrBlockPrePass.js +3 -1
  370. package/Shaders/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  371. package/Shaders/ShadersInclude/pbrBlockReflectance.js +3 -1
  372. package/Shaders/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  373. package/Shaders/ShadersInclude/pbrBlockReflectance0.js +3 -1
  374. package/Shaders/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  375. package/Shaders/ShadersInclude/pbrBlockReflection.js +4 -2
  376. package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
  377. package/Shaders/ShadersInclude/pbrBlockReflectivity.js +3 -1
  378. package/Shaders/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  379. package/Shaders/ShadersInclude/pbrBlockSheen.js +3 -1
  380. package/Shaders/ShadersInclude/pbrBlockSheen.js.map +1 -1
  381. package/Shaders/ShadersInclude/pbrBlockSubSurface.js +3 -1
  382. package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  383. package/Shaders/ShadersInclude/pbrDebug.js +3 -1
  384. package/Shaders/ShadersInclude/pbrDebug.js.map +1 -1
  385. package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
  386. package/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  387. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  388. package/Shaders/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  389. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
  390. package/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  391. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +3 -1
  392. package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
  393. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
  394. package/Shaders/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  395. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
  396. package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  397. package/Shaders/ShadersInclude/pbrHelperFunctions.js +3 -1
  398. package/Shaders/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  399. package/Shaders/ShadersInclude/pbrIBLFunctions.js +3 -1
  400. package/Shaders/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  401. package/Shaders/ShadersInclude/pbrUboDeclaration.js +3 -1
  402. package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  403. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -1
  404. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  405. package/Shaders/ShadersInclude/pointCloudVertex.js +3 -1
  406. package/Shaders/ShadersInclude/pointCloudVertex.js.map +1 -1
  407. package/Shaders/ShadersInclude/pointCloudVertexDeclaration.js +3 -1
  408. package/Shaders/ShadersInclude/pointCloudVertexDeclaration.js.map +1 -1
  409. package/Shaders/ShadersInclude/prePassDeclaration.js +3 -1
  410. package/Shaders/ShadersInclude/prePassDeclaration.js.map +1 -1
  411. package/Shaders/ShadersInclude/prePassVertex.js +3 -1
  412. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  413. package/Shaders/ShadersInclude/prePassVertexDeclaration.js +3 -1
  414. package/Shaders/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  415. package/Shaders/ShadersInclude/reflectionFunction.js +3 -1
  416. package/Shaders/ShadersInclude/reflectionFunction.js.map +1 -1
  417. package/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.js +3 -1
  418. package/Shaders/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -1
  419. package/Shaders/ShadersInclude/samplerFragmentDeclaration.js +3 -1
  420. package/Shaders/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  421. package/Shaders/ShadersInclude/samplerVertexDeclaration.js +3 -1
  422. package/Shaders/ShadersInclude/samplerVertexDeclaration.js.map +1 -1
  423. package/Shaders/ShadersInclude/samplerVertexImplementation.js +3 -1
  424. package/Shaders/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  425. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js +3 -1
  426. package/Shaders/ShadersInclude/sceneFragmentDeclaration.js.map +1 -1
  427. package/Shaders/ShadersInclude/sceneUboDeclaration.js +3 -1
  428. package/Shaders/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  429. package/Shaders/ShadersInclude/sceneVertexDeclaration.js +3 -1
  430. package/Shaders/ShadersInclude/sceneVertexDeclaration.js.map +1 -1
  431. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +3 -1
  432. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  433. package/Shaders/ShadersInclude/shadowMapFragment.js +3 -1
  434. package/Shaders/ShadersInclude/shadowMapFragment.js.map +1 -1
  435. package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js +3 -1
  436. package/Shaders/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
  437. package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +3 -1
  438. package/Shaders/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
  439. package/Shaders/ShadersInclude/shadowMapUboDeclaration.js +3 -1
  440. package/Shaders/ShadersInclude/shadowMapUboDeclaration.js.map +1 -1
  441. package/Shaders/ShadersInclude/shadowMapVertexDeclaration.js +3 -1
  442. package/Shaders/ShadersInclude/shadowMapVertexDeclaration.js.map +1 -1
  443. package/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.js +3 -1
  444. package/Shaders/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -1
  445. package/Shaders/ShadersInclude/shadowMapVertexMetric.js +3 -1
  446. package/Shaders/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  447. package/Shaders/ShadersInclude/shadowMapVertexNormalBias.js +3 -1
  448. package/Shaders/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -1
  449. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js +3 -1
  450. package/Shaders/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  451. package/Shaders/ShadersInclude/shadowsVertex.js +3 -1
  452. package/Shaders/ShadersInclude/shadowsVertex.js.map +1 -1
  453. package/Shaders/ShadersInclude/subSurfaceScatteringFunctions.js +3 -1
  454. package/Shaders/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -1
  455. package/Shaders/ShadersInclude/uvAttributeDeclaration.js +3 -1
  456. package/Shaders/ShadersInclude/uvAttributeDeclaration.js.map +1 -1
  457. package/Shaders/ShadersInclude/uvVariableDeclaration.js +3 -1
  458. package/Shaders/ShadersInclude/uvVariableDeclaration.js.map +1 -1
  459. package/Shaders/ShadersInclude/vertexColorMixing.js +3 -1
  460. package/Shaders/ShadersInclude/vertexColorMixing.js.map +1 -1
  461. package/Shaders/anaglyph.fragment.js +3 -1
  462. package/Shaders/anaglyph.fragment.js.map +1 -1
  463. package/Shaders/background.fragment.js +3 -1
  464. package/Shaders/background.fragment.js.map +1 -1
  465. package/Shaders/background.vertex.js +3 -1
  466. package/Shaders/background.vertex.js.map +1 -1
  467. package/Shaders/bilateralBlur.fragment.js +3 -1
  468. package/Shaders/bilateralBlur.fragment.js.map +1 -1
  469. package/Shaders/bilateralBlurQuality.fragment.js +3 -1
  470. package/Shaders/bilateralBlurQuality.fragment.js.map +1 -1
  471. package/Shaders/blackAndWhite.fragment.js +3 -1
  472. package/Shaders/blackAndWhite.fragment.js.map +1 -1
  473. package/Shaders/bloomMerge.fragment.js +3 -1
  474. package/Shaders/bloomMerge.fragment.js.map +1 -1
  475. package/Shaders/boundingBoxRenderer.fragment.js +3 -1
  476. package/Shaders/boundingBoxRenderer.fragment.js.map +1 -1
  477. package/Shaders/boundingBoxRenderer.vertex.js +3 -1
  478. package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
  479. package/Shaders/chromaticAberration.fragment.js +3 -1
  480. package/Shaders/chromaticAberration.fragment.js.map +1 -1
  481. package/Shaders/circleOfConfusion.fragment.js +3 -1
  482. package/Shaders/circleOfConfusion.fragment.js.map +1 -1
  483. package/Shaders/color.fragment.js +3 -1
  484. package/Shaders/color.fragment.js.map +1 -1
  485. package/Shaders/color.vertex.js +3 -1
  486. package/Shaders/color.vertex.js.map +1 -1
  487. package/Shaders/colorCorrection.fragment.js +3 -1
  488. package/Shaders/colorCorrection.fragment.js.map +1 -1
  489. package/Shaders/convolution.fragment.js +3 -1
  490. package/Shaders/convolution.fragment.js.map +1 -1
  491. package/Shaders/copyTexture3DLayerToTexture.fragment.js +3 -1
  492. package/Shaders/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  493. package/Shaders/copyTextureToTexture.fragment.js +3 -1
  494. package/Shaders/copyTextureToTexture.fragment.js.map +1 -1
  495. package/Shaders/default.fragment.js +3 -1
  496. package/Shaders/default.fragment.js.map +1 -1
  497. package/Shaders/default.vertex.js +3 -1
  498. package/Shaders/default.vertex.js.map +1 -1
  499. package/Shaders/depth.fragment.js +3 -1
  500. package/Shaders/depth.fragment.js.map +1 -1
  501. package/Shaders/depth.vertex.js +3 -1
  502. package/Shaders/depth.vertex.js.map +1 -1
  503. package/Shaders/depthBoxBlur.fragment.js +3 -1
  504. package/Shaders/depthBoxBlur.fragment.js.map +1 -1
  505. package/Shaders/depthOfField.fragment.js +3 -1
  506. package/Shaders/depthOfField.fragment.js.map +1 -1
  507. package/Shaders/depthOfFieldMerge.fragment.js +3 -1
  508. package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
  509. package/Shaders/displayPass.fragment.js +3 -1
  510. package/Shaders/displayPass.fragment.js.map +1 -1
  511. package/Shaders/equirectangularPanorama.fragment.js +3 -1
  512. package/Shaders/equirectangularPanorama.fragment.js.map +1 -1
  513. package/Shaders/extractHighlights.fragment.js +3 -1
  514. package/Shaders/extractHighlights.fragment.js.map +1 -1
  515. package/Shaders/filter.fragment.js +3 -1
  516. package/Shaders/filter.fragment.js.map +1 -1
  517. package/Shaders/fluidRenderingBilateralBlur.fragment.js +3 -1
  518. package/Shaders/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  519. package/Shaders/fluidRenderingParticleDepth.fragment.js +3 -1
  520. package/Shaders/fluidRenderingParticleDepth.fragment.js.map +1 -1
  521. package/Shaders/fluidRenderingParticleDepth.vertex.js +3 -1
  522. package/Shaders/fluidRenderingParticleDepth.vertex.js.map +1 -1
  523. package/Shaders/fluidRenderingParticleDiffuse.fragment.js +3 -1
  524. package/Shaders/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  525. package/Shaders/fluidRenderingParticleDiffuse.vertex.js +3 -1
  526. package/Shaders/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  527. package/Shaders/fluidRenderingParticleThickness.fragment.js +3 -1
  528. package/Shaders/fluidRenderingParticleThickness.fragment.js.map +1 -1
  529. package/Shaders/fluidRenderingParticleThickness.vertex.js +3 -1
  530. package/Shaders/fluidRenderingParticleThickness.vertex.js.map +1 -1
  531. package/Shaders/fluidRenderingRender.fragment.js +3 -1
  532. package/Shaders/fluidRenderingRender.fragment.js.map +1 -1
  533. package/Shaders/fluidRenderingStandardBlur.fragment.js +3 -1
  534. package/Shaders/fluidRenderingStandardBlur.fragment.js.map +1 -1
  535. package/Shaders/fxaa.fragment.js +3 -1
  536. package/Shaders/fxaa.fragment.js.map +1 -1
  537. package/Shaders/fxaa.vertex.js +3 -1
  538. package/Shaders/fxaa.vertex.js.map +1 -1
  539. package/Shaders/gaussianSplatting.fragment.js +3 -1
  540. package/Shaders/gaussianSplatting.fragment.js.map +1 -1
  541. package/Shaders/gaussianSplatting.vertex.js +3 -1
  542. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  543. package/Shaders/geometry.fragment.js +3 -1
  544. package/Shaders/geometry.fragment.js.map +1 -1
  545. package/Shaders/geometry.vertex.js +3 -1
  546. package/Shaders/geometry.vertex.js.map +1 -1
  547. package/Shaders/glowBlurPostProcess.fragment.js +3 -1
  548. package/Shaders/glowBlurPostProcess.fragment.js.map +1 -1
  549. package/Shaders/glowMapGeneration.fragment.js +3 -1
  550. package/Shaders/glowMapGeneration.fragment.js.map +1 -1
  551. package/Shaders/glowMapGeneration.vertex.js +3 -1
  552. package/Shaders/glowMapGeneration.vertex.js.map +1 -1
  553. package/Shaders/glowMapMerge.fragment.js +3 -1
  554. package/Shaders/glowMapMerge.fragment.js.map +1 -1
  555. package/Shaders/glowMapMerge.vertex.js +3 -1
  556. package/Shaders/glowMapMerge.vertex.js.map +1 -1
  557. package/Shaders/gpuRenderParticles.fragment.js +3 -1
  558. package/Shaders/gpuRenderParticles.fragment.js.map +1 -1
  559. package/Shaders/gpuRenderParticles.vertex.js +3 -1
  560. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  561. package/Shaders/gpuTransform.fragment.js +3 -1
  562. package/Shaders/gpuTransform.fragment.js.map +1 -1
  563. package/Shaders/gpuTransform.vertex.js +3 -1
  564. package/Shaders/gpuTransform.vertex.js.map +1 -1
  565. package/Shaders/gpuUpdateParticles.fragment.js +3 -1
  566. package/Shaders/gpuUpdateParticles.fragment.js.map +1 -1
  567. package/Shaders/gpuUpdateParticles.vertex.js +3 -1
  568. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  569. package/Shaders/grain.fragment.js +3 -1
  570. package/Shaders/grain.fragment.js.map +1 -1
  571. package/Shaders/greasedLine.fragment.js +3 -1
  572. package/Shaders/greasedLine.fragment.js.map +1 -1
  573. package/Shaders/greasedLine.vertex.js +3 -1
  574. package/Shaders/greasedLine.vertex.js.map +1 -1
  575. package/Shaders/hdrFiltering.fragment.js +3 -1
  576. package/Shaders/hdrFiltering.fragment.js.map +1 -1
  577. package/Shaders/hdrFiltering.vertex.js +3 -1
  578. package/Shaders/hdrFiltering.vertex.js.map +1 -1
  579. package/Shaders/hdrIrradianceFiltering.fragment.js +3 -1
  580. package/Shaders/hdrIrradianceFiltering.fragment.js.map +1 -1
  581. package/Shaders/hdrIrradianceFiltering.vertex.js +3 -1
  582. package/Shaders/hdrIrradianceFiltering.vertex.js.map +1 -1
  583. package/Shaders/highlights.fragment.js +3 -1
  584. package/Shaders/highlights.fragment.js.map +1 -1
  585. package/Shaders/iblCdfDebug.fragment.js +3 -1
  586. package/Shaders/iblCdfDebug.fragment.js.map +1 -1
  587. package/Shaders/iblCdfx.fragment.js +3 -1
  588. package/Shaders/iblCdfx.fragment.js.map +1 -1
  589. package/Shaders/iblCdfy.fragment.js +3 -1
  590. package/Shaders/iblCdfy.fragment.js.map +1 -1
  591. package/Shaders/iblCombineVoxelGrids.fragment.js +3 -1
  592. package/Shaders/iblCombineVoxelGrids.fragment.js.map +1 -1
  593. package/Shaders/iblGenerateVoxelMip.fragment.js +3 -1
  594. package/Shaders/iblGenerateVoxelMip.fragment.js.map +1 -1
  595. package/Shaders/iblIcdf.fragment.js +3 -1
  596. package/Shaders/iblIcdf.fragment.js.map +1 -1
  597. package/Shaders/iblScaledLuminance.fragment.js +3 -1
  598. package/Shaders/iblScaledLuminance.fragment.js.map +1 -1
  599. package/Shaders/iblShadowAccumulation.fragment.js +3 -1
  600. package/Shaders/iblShadowAccumulation.fragment.js.map +1 -1
  601. package/Shaders/iblShadowDebug.fragment.js +3 -1
  602. package/Shaders/iblShadowDebug.fragment.js.map +1 -1
  603. package/Shaders/iblShadowGBufferDebug.fragment.js +3 -1
  604. package/Shaders/iblShadowGBufferDebug.fragment.js.map +1 -1
  605. package/Shaders/iblShadowSpatialBlur.fragment.js +3 -1
  606. package/Shaders/iblShadowSpatialBlur.fragment.js.map +1 -1
  607. package/Shaders/iblShadowVoxelTracing.fragment.js +3 -1
  608. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  609. package/Shaders/iblShadowsCombine.fragment.js +3 -1
  610. package/Shaders/iblShadowsCombine.fragment.js.map +1 -1
  611. package/Shaders/iblVoxelGrid.fragment.js +3 -1
  612. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  613. package/Shaders/iblVoxelGrid.vertex.js +3 -1
  614. package/Shaders/iblVoxelGrid.vertex.js.map +1 -1
  615. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  616. package/Shaders/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  617. package/Shaders/iblVoxelGrid3dDebug.fragment.js +3 -1
  618. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  619. package/Shaders/iblVoxelSlabDebug.fragment.js +3 -1
  620. package/Shaders/iblVoxelSlabDebug.fragment.js.map +1 -1
  621. package/Shaders/iblVoxelSlabDebug.vertex.js +3 -1
  622. package/Shaders/iblVoxelSlabDebug.vertex.js.map +1 -1
  623. package/Shaders/imageProcessing.fragment.js +4 -2
  624. package/Shaders/imageProcessing.fragment.js.map +1 -1
  625. package/Shaders/kernelBlur.fragment.js +3 -1
  626. package/Shaders/kernelBlur.fragment.js.map +1 -1
  627. package/Shaders/kernelBlur.vertex.js +3 -1
  628. package/Shaders/kernelBlur.vertex.js.map +1 -1
  629. package/Shaders/layer.fragment.js +3 -1
  630. package/Shaders/layer.fragment.js.map +1 -1
  631. package/Shaders/layer.vertex.js +3 -1
  632. package/Shaders/layer.vertex.js.map +1 -1
  633. package/Shaders/lensFlare.fragment.js +3 -1
  634. package/Shaders/lensFlare.fragment.js.map +1 -1
  635. package/Shaders/lensFlare.vertex.js +3 -1
  636. package/Shaders/lensFlare.vertex.js.map +1 -1
  637. package/Shaders/lensHighlights.fragment.js +3 -1
  638. package/Shaders/lensHighlights.fragment.js.map +1 -1
  639. package/Shaders/line.fragment.js +3 -1
  640. package/Shaders/line.fragment.js.map +1 -1
  641. package/Shaders/line.vertex.js +3 -1
  642. package/Shaders/line.vertex.js.map +1 -1
  643. package/Shaders/lod.fragment.js +3 -1
  644. package/Shaders/lod.fragment.js.map +1 -1
  645. package/Shaders/lodCube.fragment.js +3 -1
  646. package/Shaders/lodCube.fragment.js.map +1 -1
  647. package/Shaders/meshUVSpaceRenderer.fragment.js +3 -1
  648. package/Shaders/meshUVSpaceRenderer.fragment.js.map +1 -1
  649. package/Shaders/meshUVSpaceRenderer.vertex.js +3 -1
  650. package/Shaders/meshUVSpaceRenderer.vertex.js.map +1 -1
  651. package/Shaders/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  652. package/Shaders/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  653. package/Shaders/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  654. package/Shaders/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  655. package/Shaders/meshUVSpaceRendererMasker.fragment.js +3 -1
  656. package/Shaders/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  657. package/Shaders/meshUVSpaceRendererMasker.vertex.js +3 -1
  658. package/Shaders/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  659. package/Shaders/minmaxRedux.fragment.js +3 -1
  660. package/Shaders/minmaxRedux.fragment.js.map +1 -1
  661. package/Shaders/motionBlur.fragment.js +4 -2
  662. package/Shaders/motionBlur.fragment.js.map +1 -1
  663. package/Shaders/noise.fragment.js +3 -1
  664. package/Shaders/noise.fragment.js.map +1 -1
  665. package/Shaders/oitBackBlend.fragment.js +3 -1
  666. package/Shaders/oitBackBlend.fragment.js.map +1 -1
  667. package/Shaders/oitFinal.fragment.js +3 -1
  668. package/Shaders/oitFinal.fragment.js.map +1 -1
  669. package/Shaders/outline.fragment.js +3 -1
  670. package/Shaders/outline.fragment.js.map +1 -1
  671. package/Shaders/outline.vertex.js +3 -1
  672. package/Shaders/outline.vertex.js.map +1 -1
  673. package/Shaders/particles.fragment.js +3 -1
  674. package/Shaders/particles.fragment.js.map +1 -1
  675. package/Shaders/particles.vertex.js +3 -1
  676. package/Shaders/particles.vertex.js.map +1 -1
  677. package/Shaders/pass.fragment.js +3 -1
  678. package/Shaders/pass.fragment.js.map +1 -1
  679. package/Shaders/passCube.fragment.js +3 -1
  680. package/Shaders/passCube.fragment.js.map +1 -1
  681. package/Shaders/pbr.fragment.js +6 -1
  682. package/Shaders/pbr.fragment.js.map +1 -1
  683. package/Shaders/pbr.vertex.js +3 -1
  684. package/Shaders/pbr.vertex.js.map +1 -1
  685. package/Shaders/picking.fragment.js +3 -1
  686. package/Shaders/picking.fragment.js.map +1 -1
  687. package/Shaders/picking.vertex.js +3 -1
  688. package/Shaders/picking.vertex.js.map +1 -1
  689. package/Shaders/postprocess.vertex.js +3 -1
  690. package/Shaders/postprocess.vertex.js.map +1 -1
  691. package/Shaders/procedural.vertex.js +3 -1
  692. package/Shaders/procedural.vertex.js.map +1 -1
  693. package/Shaders/refraction.fragment.js +3 -1
  694. package/Shaders/refraction.fragment.js.map +1 -1
  695. package/Shaders/rgbdDecode.fragment.js +3 -1
  696. package/Shaders/rgbdDecode.fragment.js.map +1 -1
  697. package/Shaders/rgbdEncode.fragment.js +3 -1
  698. package/Shaders/rgbdEncode.fragment.js.map +1 -1
  699. package/Shaders/rsmFullGlobalIllumination.fragment.js +3 -1
  700. package/Shaders/rsmFullGlobalIllumination.fragment.js.map +1 -1
  701. package/Shaders/rsmGlobalIllumination.fragment.js +3 -1
  702. package/Shaders/rsmGlobalIllumination.fragment.js.map +1 -1
  703. package/Shaders/screenSpaceCurvature.fragment.js +3 -1
  704. package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
  705. package/Shaders/screenSpaceReflection.fragment.js +3 -1
  706. package/Shaders/screenSpaceReflection.fragment.js.map +1 -1
  707. package/Shaders/screenSpaceReflection2.fragment.js +4 -2
  708. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  709. package/Shaders/screenSpaceReflection2Blur.fragment.js +3 -1
  710. package/Shaders/screenSpaceReflection2Blur.fragment.js.map +1 -1
  711. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  712. package/Shaders/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  713. package/Shaders/shadowMap.fragment.js +3 -1
  714. package/Shaders/shadowMap.fragment.js.map +1 -1
  715. package/Shaders/shadowMap.vertex.js +3 -1
  716. package/Shaders/shadowMap.vertex.js.map +1 -1
  717. package/Shaders/sharpen.fragment.js +3 -1
  718. package/Shaders/sharpen.fragment.js.map +1 -1
  719. package/Shaders/spriteMap.fragment.js +3 -1
  720. package/Shaders/spriteMap.fragment.js.map +1 -1
  721. package/Shaders/spriteMap.vertex.js +3 -1
  722. package/Shaders/spriteMap.vertex.js.map +1 -1
  723. package/Shaders/sprites.fragment.js +3 -1
  724. package/Shaders/sprites.fragment.js.map +1 -1
  725. package/Shaders/sprites.vertex.js +3 -1
  726. package/Shaders/sprites.vertex.js.map +1 -1
  727. package/Shaders/ssao.fragment.js +3 -1
  728. package/Shaders/ssao.fragment.js.map +1 -1
  729. package/Shaders/ssao2.fragment.js +3 -1
  730. package/Shaders/ssao2.fragment.js.map +1 -1
  731. package/Shaders/ssaoCombine.fragment.js +3 -1
  732. package/Shaders/ssaoCombine.fragment.js.map +1 -1
  733. package/Shaders/standard.fragment.js +3 -1
  734. package/Shaders/standard.fragment.js.map +1 -1
  735. package/Shaders/stereoscopicInterlace.fragment.js +3 -1
  736. package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
  737. package/Shaders/subSurfaceScattering.fragment.d.ts +1 -1
  738. package/Shaders/subSurfaceScattering.fragment.js +8 -6
  739. package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
  740. package/Shaders/taa.fragment.js +3 -1
  741. package/Shaders/taa.fragment.js.map +1 -1
  742. package/Shaders/tonemap.fragment.js +3 -1
  743. package/Shaders/tonemap.fragment.js.map +1 -1
  744. package/Shaders/velocity.fragment.js +3 -1
  745. package/Shaders/velocity.fragment.js.map +1 -1
  746. package/Shaders/velocity.vertex.js +3 -1
  747. package/Shaders/velocity.vertex.js.map +1 -1
  748. package/Shaders/volumetricLightScattering.fragment.js +3 -1
  749. package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
  750. package/Shaders/volumetricLightScatteringPass.fragment.js +3 -1
  751. package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
  752. package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
  753. package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
  754. package/Shaders/vrDistortionCorrection.fragment.js +3 -1
  755. package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
  756. package/Shaders/vrMultiviewToSingleview.fragment.js +3 -1
  757. package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
  758. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js +3 -1
  759. package/ShadersWGSL/ShadersInclude/backgroundUboDeclaration.js.map +1 -1
  760. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +3 -1
  761. package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -1
  762. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +3 -1
  763. package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -1
  764. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js +3 -1
  765. package/ShadersWGSL/ShadersInclude/bayerDitherFunctions.js.map +1 -1
  766. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +3 -1
  767. package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
  768. package/ShadersWGSL/ShadersInclude/bonesVertex.js +3 -1
  769. package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
  770. package/ShadersWGSL/ShadersInclude/bumpFragment.js +3 -1
  771. package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -1
  772. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +3 -1
  773. package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -1
  774. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +3 -1
  775. package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -1
  776. package/ShadersWGSL/ShadersInclude/bumpVertex.js +3 -1
  777. package/ShadersWGSL/ShadersInclude/bumpVertex.js.map +1 -1
  778. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js +3 -1
  779. package/ShadersWGSL/ShadersInclude/bumpVertexDeclaration.js.map +1 -1
  780. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +3 -1
  781. package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -1
  782. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +3 -1
  783. package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -1
  784. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +3 -1
  785. package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -1
  786. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +3 -1
  787. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  788. package/ShadersWGSL/ShadersInclude/decalFragment.js +3 -1
  789. package/ShadersWGSL/ShadersInclude/decalFragment.js.map +1 -1
  790. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js +3 -1
  791. package/ShadersWGSL/ShadersInclude/decalFragmentDeclaration.js.map +1 -1
  792. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js +3 -1
  793. package/ShadersWGSL/ShadersInclude/decalVertexDeclaration.js.map +1 -1
  794. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js +3 -1
  795. package/ShadersWGSL/ShadersInclude/defaultUboDeclaration.js.map +1 -1
  796. package/ShadersWGSL/ShadersInclude/depthPrePass.js +3 -1
  797. package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
  798. package/ShadersWGSL/ShadersInclude/diffusionProfile.d.ts +5 -0
  799. package/ShadersWGSL/ShadersInclude/diffusionProfile.js +12 -0
  800. package/ShadersWGSL/ShadersInclude/diffusionProfile.js.map +1 -0
  801. package/ShadersWGSL/ShadersInclude/fibonacci.d.ts +5 -0
  802. package/ShadersWGSL/ShadersInclude/fibonacci.js +17 -0
  803. package/ShadersWGSL/ShadersInclude/fibonacci.js.map +1 -0
  804. package/ShadersWGSL/ShadersInclude/fogFragment.js +3 -1
  805. package/ShadersWGSL/ShadersInclude/fogFragment.js.map +1 -1
  806. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js +3 -1
  807. package/ShadersWGSL/ShadersInclude/fogFragmentDeclaration.js.map +1 -1
  808. package/ShadersWGSL/ShadersInclude/fogVertex.js +3 -1
  809. package/ShadersWGSL/ShadersInclude/fogVertex.js.map +1 -1
  810. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js +3 -1
  811. package/ShadersWGSL/ShadersInclude/fogVertexDeclaration.js.map +1 -1
  812. package/ShadersWGSL/ShadersInclude/fresnelFunction.js +3 -1
  813. package/ShadersWGSL/ShadersInclude/fresnelFunction.js.map +1 -1
  814. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
  815. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  816. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js +3 -1
  817. package/ShadersWGSL/ShadersInclude/gaussianSplattingFragmentDeclaration.js.map +1 -1
  818. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +3 -1
  819. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  820. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +3 -1
  821. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  822. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js +3 -1
  823. package/ShadersWGSL/ShadersInclude/harmonicsFunctions.js.map +1 -1
  824. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +3 -1
  825. package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
  826. package/ShadersWGSL/ShadersInclude/helperFunctions.js +3 -1
  827. package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
  828. package/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js +3 -1
  829. package/ShadersWGSL/ShadersInclude/imageProcessingCompatibility.js.map +1 -1
  830. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js +3 -1
  831. package/ShadersWGSL/ShadersInclude/imageProcessingDeclaration.js.map +1 -1
  832. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js +3 -1
  833. package/ShadersWGSL/ShadersInclude/imageProcessingFunctions.js.map +1 -1
  834. package/ShadersWGSL/ShadersInclude/importanceSampling.js +3 -1
  835. package/ShadersWGSL/ShadersInclude/importanceSampling.js.map +1 -1
  836. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +3 -1
  837. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  838. package/ShadersWGSL/ShadersInclude/instancesVertex.js +3 -1
  839. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  840. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js +3 -1
  841. package/ShadersWGSL/ShadersInclude/intersectionFunctions.js.map +1 -1
  842. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js +3 -1
  843. package/ShadersWGSL/ShadersInclude/kernelBlurFragment.js.map +1 -1
  844. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js +3 -1
  845. package/ShadersWGSL/ShadersInclude/kernelBlurFragment2.js.map +1 -1
  846. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js +3 -1
  847. package/ShadersWGSL/ShadersInclude/kernelBlurVaryingDeclaration.js.map +1 -1
  848. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js +3 -1
  849. package/ShadersWGSL/ShadersInclude/kernelBlurVertex.js.map +1 -1
  850. package/ShadersWGSL/ShadersInclude/lightFragment.js +3 -1
  851. package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
  852. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js +3 -1
  853. package/ShadersWGSL/ShadersInclude/lightUboDeclaration.js.map +1 -1
  854. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js +3 -1
  855. package/ShadersWGSL/ShadersInclude/lightVxFragmentDeclaration.js.map +1 -1
  856. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js +3 -1
  857. package/ShadersWGSL/ShadersInclude/lightVxUboDeclaration.js.map +1 -1
  858. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js +3 -1
  859. package/ShadersWGSL/ShadersInclude/lightsFragmentFunctions.js.map +1 -1
  860. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js +3 -1
  861. package/ShadersWGSL/ShadersInclude/logDepthDeclaration.js.map +1 -1
  862. package/ShadersWGSL/ShadersInclude/logDepthFragment.js +3 -1
  863. package/ShadersWGSL/ShadersInclude/logDepthFragment.js.map +1 -1
  864. package/ShadersWGSL/ShadersInclude/logDepthVertex.js +3 -1
  865. package/ShadersWGSL/ShadersInclude/logDepthVertex.js.map +1 -1
  866. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js +3 -1
  867. package/ShadersWGSL/ShadersInclude/ltcHelperFunctions.js.map +1 -1
  868. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js +3 -1
  869. package/ShadersWGSL/ShadersInclude/mainUVVaryingDeclaration.js.map +1 -1
  870. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +3 -1
  871. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  872. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +3 -1
  873. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  874. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +3 -1
  875. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  876. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +3 -1
  877. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  878. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +3 -1
  879. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  880. package/ShadersWGSL/ShadersInclude/oitDeclaration.js +3 -1
  881. package/ShadersWGSL/ShadersInclude/oitDeclaration.js.map +1 -1
  882. package/ShadersWGSL/ShadersInclude/oitFragment.js +3 -1
  883. package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
  884. package/ShadersWGSL/ShadersInclude/packingFunctions.js +3 -1
  885. package/ShadersWGSL/ShadersInclude/packingFunctions.js.map +1 -1
  886. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js +3 -1
  887. package/ShadersWGSL/ShadersInclude/pbrBRDFFunctions.js.map +1 -1
  888. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js +3 -1
  889. package/ShadersWGSL/ShadersInclude/pbrBlockAlbedoOpacity.js.map +1 -1
  890. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js +3 -1
  891. package/ShadersWGSL/ShadersInclude/pbrBlockAlphaFresnel.js.map +1 -1
  892. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js +3 -1
  893. package/ShadersWGSL/ShadersInclude/pbrBlockAmbientOcclusion.js.map +1 -1
  894. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js +3 -1
  895. package/ShadersWGSL/ShadersInclude/pbrBlockAnisotropic.js.map +1 -1
  896. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js +3 -1
  897. package/ShadersWGSL/ShadersInclude/pbrBlockClearcoat.js.map +1 -1
  898. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js +3 -1
  899. package/ShadersWGSL/ShadersInclude/pbrBlockDirectLighting.js.map +1 -1
  900. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js +3 -1
  901. package/ShadersWGSL/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  902. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js +5 -2
  903. package/ShadersWGSL/ShadersInclude/pbrBlockFinalLitComponents.js.map +1 -1
  904. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js +3 -1
  905. package/ShadersWGSL/ShadersInclude/pbrBlockFinalUnlitComponents.js.map +1 -1
  906. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js +3 -1
  907. package/ShadersWGSL/ShadersInclude/pbrBlockGeometryInfo.js.map +1 -1
  908. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js +3 -1
  909. package/ShadersWGSL/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
  910. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js +3 -1
  911. package/ShadersWGSL/ShadersInclude/pbrBlockIridescence.js.map +1 -1
  912. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js +3 -1
  913. package/ShadersWGSL/ShadersInclude/pbrBlockLightmapInit.js.map +1 -1
  914. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js +3 -1
  915. package/ShadersWGSL/ShadersInclude/pbrBlockNormalFinal.js.map +1 -1
  916. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js +3 -1
  917. package/ShadersWGSL/ShadersInclude/pbrBlockNormalGeometric.js.map +1 -1
  918. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js +3 -1
  919. package/ShadersWGSL/ShadersInclude/pbrBlockPrePass.js.map +1 -1
  920. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js +3 -1
  921. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance.js.map +1 -1
  922. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js +3 -1
  923. package/ShadersWGSL/ShadersInclude/pbrBlockReflectance0.js.map +1 -1
  924. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +3 -1
  925. package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
  926. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js +3 -1
  927. package/ShadersWGSL/ShadersInclude/pbrBlockReflectivity.js.map +1 -1
  928. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js +3 -1
  929. package/ShadersWGSL/ShadersInclude/pbrBlockSheen.js.map +1 -1
  930. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +3 -1
  931. package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
  932. package/ShadersWGSL/ShadersInclude/pbrDebug.js +3 -1
  933. package/ShadersWGSL/ShadersInclude/pbrDebug.js.map +1 -1
  934. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js +3 -1
  935. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFalloffFunctions.js.map +1 -1
  936. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js +3 -1
  937. package/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.js.map +1 -1
  938. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js +3 -1
  939. package/ShadersWGSL/ShadersInclude/pbrDirectLightingSetupFunctions.js.map +1 -1
  940. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js +3 -1
  941. package/ShadersWGSL/ShadersInclude/pbrFragmentExtraDeclaration.js.map +1 -1
  942. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -1
  943. package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
  944. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js +3 -1
  945. package/ShadersWGSL/ShadersInclude/pbrHelperFunctions.js.map +1 -1
  946. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js +3 -1
  947. package/ShadersWGSL/ShadersInclude/pbrIBLFunctions.js.map +1 -1
  948. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js +3 -1
  949. package/ShadersWGSL/ShadersInclude/pbrUboDeclaration.js.map +1 -1
  950. package/ShadersWGSL/ShadersInclude/pointCloudVertex.js +3 -1
  951. package/ShadersWGSL/ShadersInclude/pointCloudVertex.js.map +1 -1
  952. package/ShadersWGSL/ShadersInclude/pointCloudVertexDeclaration.js +3 -1
  953. package/ShadersWGSL/ShadersInclude/pointCloudVertexDeclaration.js.map +1 -1
  954. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js +3 -1
  955. package/ShadersWGSL/ShadersInclude/prePassDeclaration.js.map +1 -1
  956. package/ShadersWGSL/ShadersInclude/prePassVertex.js +3 -1
  957. package/ShadersWGSL/ShadersInclude/prePassVertex.js.map +1 -1
  958. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js +3 -1
  959. package/ShadersWGSL/ShadersInclude/prePassVertexDeclaration.js.map +1 -1
  960. package/ShadersWGSL/ShadersInclude/reflectionFunction.js +3 -1
  961. package/ShadersWGSL/ShadersInclude/reflectionFunction.js.map +1 -1
  962. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js +3 -1
  963. package/ShadersWGSL/ShadersInclude/samplerFragmentAlternateDeclaration.js.map +1 -1
  964. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +3 -1
  965. package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -1
  966. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js +3 -1
  967. package/ShadersWGSL/ShadersInclude/samplerVertexDeclaration.js.map +1 -1
  968. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js +3 -1
  969. package/ShadersWGSL/ShadersInclude/samplerVertexImplementation.js.map +1 -1
  970. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +3 -1
  971. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  972. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +3 -1
  973. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  974. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js +3 -1
  975. package/ShadersWGSL/ShadersInclude/shadowMapFragment.js.map +1 -1
  976. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js +3 -1
  977. package/ShadersWGSL/ShadersInclude/shadowMapFragmentExtraDeclaration.js.map +1 -1
  978. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js +3 -1
  979. package/ShadersWGSL/ShadersInclude/shadowMapFragmentSoftTransparentShadow.js.map +1 -1
  980. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js +3 -1
  981. package/ShadersWGSL/ShadersInclude/shadowMapVertexExtraDeclaration.js.map +1 -1
  982. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js +3 -1
  983. package/ShadersWGSL/ShadersInclude/shadowMapVertexMetric.js.map +1 -1
  984. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js +3 -1
  985. package/ShadersWGSL/ShadersInclude/shadowMapVertexNormalBias.js.map +1 -1
  986. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +3 -1
  987. package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
  988. package/ShadersWGSL/ShadersInclude/shadowsVertex.js +3 -1
  989. package/ShadersWGSL/ShadersInclude/shadowsVertex.js.map +1 -1
  990. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js +3 -1
  991. package/ShadersWGSL/ShadersInclude/subSurfaceScatteringFunctions.js.map +1 -1
  992. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js +3 -1
  993. package/ShadersWGSL/ShadersInclude/uvAttributeDeclaration.js.map +1 -1
  994. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js +3 -1
  995. package/ShadersWGSL/ShadersInclude/uvVariableDeclaration.js.map +1 -1
  996. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js +3 -1
  997. package/ShadersWGSL/ShadersInclude/vertexColorMixing.js.map +1 -1
  998. package/ShadersWGSL/anaglyph.fragment.js +3 -1
  999. package/ShadersWGSL/anaglyph.fragment.js.map +1 -1
  1000. package/ShadersWGSL/background.fragment.js +3 -1
  1001. package/ShadersWGSL/background.fragment.js.map +1 -1
  1002. package/ShadersWGSL/background.vertex.js +3 -1
  1003. package/ShadersWGSL/background.vertex.js.map +1 -1
  1004. package/ShadersWGSL/bilateralBlur.fragment.js +3 -1
  1005. package/ShadersWGSL/bilateralBlur.fragment.js.map +1 -1
  1006. package/ShadersWGSL/bilateralBlurQuality.fragment.js +3 -1
  1007. package/ShadersWGSL/bilateralBlurQuality.fragment.js.map +1 -1
  1008. package/ShadersWGSL/blackAndWhite.fragment.js +3 -1
  1009. package/ShadersWGSL/blackAndWhite.fragment.js.map +1 -1
  1010. package/ShadersWGSL/bloomMerge.fragment.js +3 -1
  1011. package/ShadersWGSL/bloomMerge.fragment.js.map +1 -1
  1012. package/ShadersWGSL/boundingBoxRenderer.fragment.js +3 -1
  1013. package/ShadersWGSL/boundingBoxRenderer.fragment.js.map +1 -1
  1014. package/ShadersWGSL/boundingBoxRenderer.vertex.js +3 -1
  1015. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  1016. package/ShadersWGSL/boundingInfo.compute.js +3 -1
  1017. package/ShadersWGSL/boundingInfo.compute.js.map +1 -1
  1018. package/ShadersWGSL/chromaticAberration.fragment.js +3 -1
  1019. package/ShadersWGSL/chromaticAberration.fragment.js.map +1 -1
  1020. package/ShadersWGSL/circleOfConfusion.fragment.js +3 -1
  1021. package/ShadersWGSL/circleOfConfusion.fragment.js.map +1 -1
  1022. package/ShadersWGSL/clearQuad.fragment.js +3 -1
  1023. package/ShadersWGSL/clearQuad.fragment.js.map +1 -1
  1024. package/ShadersWGSL/clearQuad.vertex.js +3 -1
  1025. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  1026. package/ShadersWGSL/color.fragment.js +3 -1
  1027. package/ShadersWGSL/color.fragment.js.map +1 -1
  1028. package/ShadersWGSL/color.vertex.js +3 -1
  1029. package/ShadersWGSL/color.vertex.js.map +1 -1
  1030. package/ShadersWGSL/colorCorrection.fragment.js +3 -1
  1031. package/ShadersWGSL/colorCorrection.fragment.js.map +1 -1
  1032. package/ShadersWGSL/convolution.fragment.js +3 -1
  1033. package/ShadersWGSL/convolution.fragment.js.map +1 -1
  1034. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js +3 -1
  1035. package/ShadersWGSL/copyTexture3DLayerToTexture.fragment.js.map +1 -1
  1036. package/ShadersWGSL/copyTextureToTexture.fragment.js +3 -1
  1037. package/ShadersWGSL/copyTextureToTexture.fragment.js.map +1 -1
  1038. package/ShadersWGSL/default.fragment.js +3 -1
  1039. package/ShadersWGSL/default.fragment.js.map +1 -1
  1040. package/ShadersWGSL/default.vertex.js +3 -1
  1041. package/ShadersWGSL/default.vertex.js.map +1 -1
  1042. package/ShadersWGSL/depth.fragment.js +3 -1
  1043. package/ShadersWGSL/depth.fragment.js.map +1 -1
  1044. package/ShadersWGSL/depth.vertex.js +3 -1
  1045. package/ShadersWGSL/depth.vertex.js.map +1 -1
  1046. package/ShadersWGSL/depthBoxBlur.fragment.js +3 -1
  1047. package/ShadersWGSL/depthBoxBlur.fragment.js.map +1 -1
  1048. package/ShadersWGSL/depthOfFieldMerge.fragment.js +3 -1
  1049. package/ShadersWGSL/depthOfFieldMerge.fragment.js.map +1 -1
  1050. package/ShadersWGSL/displayPass.fragment.js +3 -1
  1051. package/ShadersWGSL/displayPass.fragment.js.map +1 -1
  1052. package/ShadersWGSL/extractHighlights.fragment.js +3 -1
  1053. package/ShadersWGSL/extractHighlights.fragment.js.map +1 -1
  1054. package/ShadersWGSL/filter.fragment.js +3 -1
  1055. package/ShadersWGSL/filter.fragment.js.map +1 -1
  1056. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js +3 -1
  1057. package/ShadersWGSL/fluidRenderingBilateralBlur.fragment.js.map +1 -1
  1058. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js +3 -1
  1059. package/ShadersWGSL/fluidRenderingParticleDepth.fragment.js.map +1 -1
  1060. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +3 -1
  1061. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  1062. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js +3 -1
  1063. package/ShadersWGSL/fluidRenderingParticleDiffuse.fragment.js.map +1 -1
  1064. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +3 -1
  1065. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  1066. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js +3 -1
  1067. package/ShadersWGSL/fluidRenderingParticleThickness.fragment.js.map +1 -1
  1068. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +3 -1
  1069. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  1070. package/ShadersWGSL/fluidRenderingRender.fragment.js +3 -1
  1071. package/ShadersWGSL/fluidRenderingRender.fragment.js.map +1 -1
  1072. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js +3 -1
  1073. package/ShadersWGSL/fluidRenderingStandardBlur.fragment.js.map +1 -1
  1074. package/ShadersWGSL/fxaa.fragment.js +3 -1
  1075. package/ShadersWGSL/fxaa.fragment.js.map +1 -1
  1076. package/ShadersWGSL/fxaa.vertex.js +3 -1
  1077. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  1078. package/ShadersWGSL/gaussianSplatting.fragment.js +3 -1
  1079. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  1080. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -1
  1081. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  1082. package/ShadersWGSL/geometry.fragment.js +3 -1
  1083. package/ShadersWGSL/geometry.fragment.js.map +1 -1
  1084. package/ShadersWGSL/geometry.vertex.js +3 -1
  1085. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  1086. package/ShadersWGSL/glowBlurPostProcess.fragment.js +3 -1
  1087. package/ShadersWGSL/glowBlurPostProcess.fragment.js.map +1 -1
  1088. package/ShadersWGSL/glowMapGeneration.fragment.js +3 -1
  1089. package/ShadersWGSL/glowMapGeneration.fragment.js.map +1 -1
  1090. package/ShadersWGSL/glowMapGeneration.vertex.js +3 -1
  1091. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  1092. package/ShadersWGSL/glowMapMerge.fragment.js +3 -1
  1093. package/ShadersWGSL/glowMapMerge.fragment.js.map +1 -1
  1094. package/ShadersWGSL/glowMapMerge.vertex.js +3 -1
  1095. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  1096. package/ShadersWGSL/gpuUpdateParticles.compute.js +3 -1
  1097. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1098. package/ShadersWGSL/grain.fragment.js +3 -1
  1099. package/ShadersWGSL/grain.fragment.js.map +1 -1
  1100. package/ShadersWGSL/greasedLine.fragment.js +3 -1
  1101. package/ShadersWGSL/greasedLine.fragment.js.map +1 -1
  1102. package/ShadersWGSL/greasedLine.vertex.js +3 -1
  1103. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  1104. package/ShadersWGSL/hdrFiltering.fragment.js +3 -1
  1105. package/ShadersWGSL/hdrFiltering.fragment.js.map +1 -1
  1106. package/ShadersWGSL/hdrFiltering.vertex.js +3 -1
  1107. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  1108. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js +3 -1
  1109. package/ShadersWGSL/hdrIrradianceFiltering.fragment.js.map +1 -1
  1110. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +3 -1
  1111. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  1112. package/ShadersWGSL/highlights.fragment.js +3 -1
  1113. package/ShadersWGSL/highlights.fragment.js.map +1 -1
  1114. package/ShadersWGSL/iblCdfDebug.fragment.js +3 -1
  1115. package/ShadersWGSL/iblCdfDebug.fragment.js.map +1 -1
  1116. package/ShadersWGSL/iblCdfx.fragment.js +3 -1
  1117. package/ShadersWGSL/iblCdfx.fragment.js.map +1 -1
  1118. package/ShadersWGSL/iblCdfy.fragment.js +3 -1
  1119. package/ShadersWGSL/iblCdfy.fragment.js.map +1 -1
  1120. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js +3 -1
  1121. package/ShadersWGSL/iblCombineVoxelGrids.fragment.js.map +1 -1
  1122. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js +3 -1
  1123. package/ShadersWGSL/iblGenerateVoxelMip.fragment.js.map +1 -1
  1124. package/ShadersWGSL/iblIcdf.fragment.js +3 -1
  1125. package/ShadersWGSL/iblIcdf.fragment.js.map +1 -1
  1126. package/ShadersWGSL/iblScaledLuminance.fragment.js +3 -1
  1127. package/ShadersWGSL/iblScaledLuminance.fragment.js.map +1 -1
  1128. package/ShadersWGSL/iblShadowAccumulation.fragment.js +3 -1
  1129. package/ShadersWGSL/iblShadowAccumulation.fragment.js.map +1 -1
  1130. package/ShadersWGSL/iblShadowDebug.fragment.js +3 -1
  1131. package/ShadersWGSL/iblShadowDebug.fragment.js.map +1 -1
  1132. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js +3 -1
  1133. package/ShadersWGSL/iblShadowGBufferDebug.fragment.js.map +1 -1
  1134. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js +3 -1
  1135. package/ShadersWGSL/iblShadowSpatialBlur.fragment.js.map +1 -1
  1136. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +3 -1
  1137. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  1138. package/ShadersWGSL/iblShadowsCombine.fragment.js +3 -1
  1139. package/ShadersWGSL/iblShadowsCombine.fragment.js.map +1 -1
  1140. package/ShadersWGSL/iblVoxelGrid.fragment.js +3 -1
  1141. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  1142. package/ShadersWGSL/iblVoxelGrid.vertex.js +3 -1
  1143. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  1144. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js +3 -1
  1145. package/ShadersWGSL/iblVoxelGrid2dArrayDebug.fragment.js.map +1 -1
  1146. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +3 -1
  1147. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +1 -1
  1148. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +3 -1
  1149. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +1 -1
  1150. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +3 -1
  1151. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  1152. package/ShadersWGSL/imageProcessing.fragment.js +4 -2
  1153. package/ShadersWGSL/imageProcessing.fragment.js.map +1 -1
  1154. package/ShadersWGSL/kernelBlur.fragment.js +3 -1
  1155. package/ShadersWGSL/kernelBlur.fragment.js.map +1 -1
  1156. package/ShadersWGSL/kernelBlur.vertex.js +3 -1
  1157. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  1158. package/ShadersWGSL/layer.fragment.js +3 -1
  1159. package/ShadersWGSL/layer.fragment.js.map +1 -1
  1160. package/ShadersWGSL/layer.vertex.js +3 -1
  1161. package/ShadersWGSL/layer.vertex.js.map +1 -1
  1162. package/ShadersWGSL/lensFlare.fragment.js +3 -1
  1163. package/ShadersWGSL/lensFlare.fragment.js.map +1 -1
  1164. package/ShadersWGSL/lensFlare.vertex.js +3 -1
  1165. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  1166. package/ShadersWGSL/line.fragment.js +3 -1
  1167. package/ShadersWGSL/line.fragment.js.map +1 -1
  1168. package/ShadersWGSL/line.vertex.js +3 -1
  1169. package/ShadersWGSL/line.vertex.js.map +1 -1
  1170. package/ShadersWGSL/lod.fragment.js +3 -1
  1171. package/ShadersWGSL/lod.fragment.js.map +1 -1
  1172. package/ShadersWGSL/lodCube.fragment.js +3 -1
  1173. package/ShadersWGSL/lodCube.fragment.js.map +1 -1
  1174. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js +3 -1
  1175. package/ShadersWGSL/meshUVSpaceRenderer.fragment.js.map +1 -1
  1176. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +3 -1
  1177. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
  1178. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js +3 -1
  1179. package/ShadersWGSL/meshUVSpaceRendererFinaliser.fragment.js.map +1 -1
  1180. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +3 -1
  1181. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  1182. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js +3 -1
  1183. package/ShadersWGSL/meshUVSpaceRendererMasker.fragment.js.map +1 -1
  1184. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +3 -1
  1185. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  1186. package/ShadersWGSL/motionBlur.fragment.js +4 -2
  1187. package/ShadersWGSL/motionBlur.fragment.js.map +1 -1
  1188. package/ShadersWGSL/oitBackBlend.fragment.js +3 -1
  1189. package/ShadersWGSL/oitBackBlend.fragment.js.map +1 -1
  1190. package/ShadersWGSL/oitFinal.fragment.js +3 -1
  1191. package/ShadersWGSL/oitFinal.fragment.js.map +1 -1
  1192. package/ShadersWGSL/outline.fragment.js +3 -1
  1193. package/ShadersWGSL/outline.fragment.js.map +1 -1
  1194. package/ShadersWGSL/outline.vertex.js +3 -1
  1195. package/ShadersWGSL/outline.vertex.js.map +1 -1
  1196. package/ShadersWGSL/particles.fragment.js +3 -1
  1197. package/ShadersWGSL/particles.fragment.js.map +1 -1
  1198. package/ShadersWGSL/particles.vertex.js +3 -1
  1199. package/ShadersWGSL/particles.vertex.js.map +1 -1
  1200. package/ShadersWGSL/pass.fragment.js +3 -1
  1201. package/ShadersWGSL/pass.fragment.js.map +1 -1
  1202. package/ShadersWGSL/passCube.fragment.js +3 -1
  1203. package/ShadersWGSL/passCube.fragment.js.map +1 -1
  1204. package/ShadersWGSL/pbr.fragment.js +6 -1
  1205. package/ShadersWGSL/pbr.fragment.js.map +1 -1
  1206. package/ShadersWGSL/pbr.vertex.js +3 -1
  1207. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  1208. package/ShadersWGSL/picking.fragment.js +3 -1
  1209. package/ShadersWGSL/picking.fragment.js.map +1 -1
  1210. package/ShadersWGSL/picking.vertex.js +3 -1
  1211. package/ShadersWGSL/picking.vertex.js.map +1 -1
  1212. package/ShadersWGSL/postprocess.vertex.js +3 -1
  1213. package/ShadersWGSL/postprocess.vertex.js.map +1 -1
  1214. package/ShadersWGSL/procedural.vertex.js +3 -1
  1215. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  1216. package/ShadersWGSL/rgbdDecode.fragment.js +3 -1
  1217. package/ShadersWGSL/rgbdDecode.fragment.js.map +1 -1
  1218. package/ShadersWGSL/rgbdEncode.fragment.js +3 -1
  1219. package/ShadersWGSL/rgbdEncode.fragment.js.map +1 -1
  1220. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js +3 -1
  1221. package/ShadersWGSL/rsmFullGlobalIllumination.fragment.js.map +1 -1
  1222. package/ShadersWGSL/rsmGlobalIllumination.fragment.js +3 -1
  1223. package/ShadersWGSL/rsmGlobalIllumination.fragment.js.map +1 -1
  1224. package/ShadersWGSL/screenSpaceReflection2.fragment.js +4 -2
  1225. package/ShadersWGSL/screenSpaceReflection2.fragment.js.map +1 -1
  1226. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js +3 -1
  1227. package/ShadersWGSL/screenSpaceReflection2Blur.fragment.js.map +1 -1
  1228. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js +3 -1
  1229. package/ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment.js.map +1 -1
  1230. package/ShadersWGSL/shadowMap.fragment.js +3 -1
  1231. package/ShadersWGSL/shadowMap.fragment.js.map +1 -1
  1232. package/ShadersWGSL/shadowMap.vertex.js +3 -1
  1233. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  1234. package/ShadersWGSL/sharpen.fragment.js +3 -1
  1235. package/ShadersWGSL/sharpen.fragment.js.map +1 -1
  1236. package/ShadersWGSL/sprites.fragment.js +3 -1
  1237. package/ShadersWGSL/sprites.fragment.js.map +1 -1
  1238. package/ShadersWGSL/sprites.vertex.js +3 -1
  1239. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  1240. package/ShadersWGSL/ssao2.fragment.js +3 -1
  1241. package/ShadersWGSL/ssao2.fragment.js.map +1 -1
  1242. package/ShadersWGSL/ssaoCombine.fragment.js +3 -1
  1243. package/ShadersWGSL/ssaoCombine.fragment.js.map +1 -1
  1244. package/ShadersWGSL/subSurfaceScattering.fragment.d.ts +9 -0
  1245. package/ShadersWGSL/subSurfaceScattering.fragment.js +77 -0
  1246. package/ShadersWGSL/subSurfaceScattering.fragment.js.map +1 -0
  1247. package/ShadersWGSL/taa.fragment.js +3 -1
  1248. package/ShadersWGSL/taa.fragment.js.map +1 -1
  1249. package/ShadersWGSL/tonemap.fragment.js +3 -1
  1250. package/ShadersWGSL/tonemap.fragment.js.map +1 -1
  1251. package/ShadersWGSL/vrDistortionCorrection.fragment.js +3 -1
  1252. package/ShadersWGSL/vrDistortionCorrection.fragment.js.map +1 -1
  1253. package/package.json +1 -1
  1254. package/scene.d.ts +9 -2
  1255. package/scene.js +9 -2
  1256. package/scene.js.map +1 -1
  1257. package/FrameGraph/Node/Blocks/Rendering/cullObjectsBlock.js.map +0 -1
  1258. package/FrameGraph/Tasks/Rendering/cullObjectsTask.js.map +0 -1
  1259. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.d.ts +0 -0
  1260. /package/FrameGraph/Tasks/{Rendering → Misc}/cullObjectsTask.js +0 -0
@@ -6,7 +6,9 @@ float sigma=float(filterSize)/3.0;float twoSigma2=2.0*sigma*sigma;vec4 sum=vec4(
6
6
  sum/=wsum;glFragColor=vec4(sum.rgb,1.);}
7
7
  `;
8
8
  // Sideeffect
9
- ShaderStore.ShadersStore[name] = shader;
9
+ if (!ShaderStore.ShadersStore[name]) {
10
+ ShaderStore.ShadersStore[name] = shader;
11
+ }
10
12
  /** @internal */
11
13
  export const fluidRenderingStandardBlurPixelShader = { name, shader };
12
14
  //# sourceMappingURL=fluidRenderingStandardBlur.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingStandardBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingStandardBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingStandardBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform int filterSize;uniform vec2 blurDir;varying vec2 vUV;void main(void) {vec4 s=textureLod(textureSampler,vUV,0.);if (s.r==0.) {glFragColor=vec4(0.,0.,0.,1.);return;}\nfloat sigma=float(filterSize)/3.0;float twoSigma2=2.0*sigma*sigma;vec4 sum=vec4(0.);float wsum=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec4 sampl=textureLod(textureSampler,vUV+coords*blurDir,0.);float w=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;}\nsum/=wsum;glFragColor=vec4(sum.rgb,1.);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingStandardBlurPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingStandardBlur.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fluidRenderingStandardBlur.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uCAAuC,CAAC;AACrD,MAAM,MAAM,GAAG;;;CAGd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,qCAAqC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingStandardBlurPixelShader\";\nconst shader = `uniform sampler2D textureSampler;uniform int filterSize;uniform vec2 blurDir;varying vec2 vUV;void main(void) {vec4 s=textureLod(textureSampler,vUV,0.);if (s.r==0.) {glFragColor=vec4(0.,0.,0.,1.);return;}\nfloat sigma=float(filterSize)/3.0;float twoSigma2=2.0*sigma*sigma;vec4 sum=vec4(0.);float wsum=0.;for (int x=-filterSize; x<=filterSize; ++x) {vec2 coords=vec2(x);vec4 sampl=textureLod(textureSampler,vUV+coords*blurDir,0.);float w=exp(-coords.x*coords.x/twoSigma2);sum+=sampl*w;wsum+=w;}\nsum/=wsum;glFragColor=vec4(sum.rgb,1.);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fluidRenderingStandardBlurPixelShader = { name, shader };\n"]}
@@ -55,7 +55,9 @@ gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);
55
55
  #endif
56
56
  }`;
57
57
  // Sideeffect
58
- ShaderStore.ShadersStore[name] = shader;
58
+ if (!ShaderStore.ShadersStore[name]) {
59
+ ShaderStore.ShadersStore[name] = shader;
60
+ }
59
61
  /** @internal */
60
62
  export const fxaaPixelShader = { name, shader };
61
63
  //# sourceMappingURL=fxaa.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fxaa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fxaa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoDb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nuniform sampler2D textureSampler;uniform vec2 texelSize;varying vec2 vUV;varying vec2 sampleCoordS;varying vec2 sampleCoordE;varying vec2 sampleCoordN;varying vec2 sampleCoordW;varying vec2 sampleCoordNW;varying vec2 sampleCoordSE;varying vec2 sampleCoordNE;varying vec2 sampleCoordSW;const float fxaaQualitySubpix=1.0;const float fxaaQualityEdgeThreshold=0.166;const float fxaaQualityEdgeThresholdMin=0.0833;const vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){vec2 posM;posM.x=vUV.x;posM.y=vUV.y;vec4 rgbyM=TEXTUREFUNC(textureSampler,vUV,0.0);float lumaM=FxaaLuma(rgbyM);float lumaS=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordS,0.0));float lumaE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordE,0.0));float lumaN=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordN,0.0));float lumaW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordW,0.0));float maxSM=max(lumaS,lumaM);float minSM=min(lumaS,lumaM);float maxESM=max(lumaE,maxSM);float minESM=min(lumaE,minSM);float maxWN=max(lumaN,lumaW);float minWN=min(lumaN,lumaW);float rangeMax=max(maxWN,maxESM);float rangeMin=min(minWN,minESM);float rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;float range=rangeMax-rangeMin;float rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{gl_FragColor=rgbyM;return;}\n#endif\nfloat lumaNW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNW,0.0));float lumaSE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSE,0.0));float lumaNE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNE,0.0));float lumaSW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSW,0.0));float lumaNS=lumaN+lumaS;float lumaWE=lumaW+lumaE;float subpixRcpRange=1.0/range;float subpixNSWE=lumaNS+lumaWE;float edgeHorz1=(-2.0*lumaM)+lumaNS;float edgeVert1=(-2.0*lumaM)+lumaWE;float lumaNESE=lumaNE+lumaSE;float lumaNWNE=lumaNW+lumaNE;float edgeHorz2=(-2.0*lumaE)+lumaNESE;float edgeVert2=(-2.0*lumaN)+lumaNWNE;float lumaNWSW=lumaNW+lumaSW;float lumaSWSE=lumaSW+lumaSE;float edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);float edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);float edgeHorz3=(-2.0*lumaW)+lumaNWSW;float edgeVert3=(-2.0*lumaS)+lumaSWSE;float edgeHorz=abs(edgeHorz3)+edgeHorz4;float edgeVert=abs(edgeVert3)+edgeVert4;float subpixNWSWNESE=lumaNWSW+lumaNESE;float lengthSign=texelSize.x;bool horzSpan=edgeHorz>=edgeVert;float subpixA=subpixNSWE*2.0+subpixNWSWNESE;if (!horzSpan)\n{lumaN=lumaW;}\nif (!horzSpan) \n{lumaS=lumaE;}\nif (horzSpan) \n{lengthSign=texelSize.y;}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;float gradientN=lumaN-lumaM;float gradientS=lumaS-lumaM;float lumaNN=lumaN+lumaM;float lumaSS=lumaS+lumaM;bool pairN=abs(gradientN)>=abs(gradientS);float gradient=max(abs(gradientN),abs(gradientS));if (pairN)\n{lengthSign=-lengthSign;}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);vec2 posB;posB.x=posM.x;posB.y=posM.y;vec2 offNP;offNP.x=(!horzSpan) ? 0.0 : texelSize.x;offNP.y=(horzSpan) ? 0.0 : texelSize.y;if (!horzSpan) \n{posB.x+=lengthSign*0.5;}\nif (horzSpan)\n{posB.y+=lengthSign*0.5;}\nvec2 posN;posN.x=posB.x-offNP.x*1.5;posN.y=posB.y-offNP.y*1.5;vec2 posP;posP.x=posB.x+offNP.x*1.5;posP.y=posB.y+offNP.y*1.5;float subpixD=((-2.0)*subpixC)+3.0;float lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN,0.0));float subpixE=subpixC*subpixC;float lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP,0.0));if (!pairN) \n{lumaNN=lumaSS;}\nfloat gradientScaled=gradient*1.0/4.0;float lumaMM=lumaM-lumaNN*0.5;float subpixF=subpixD*subpixE;bool lumaMLTZero=lumaMM<0.0;lumaEndN-=lumaNN*0.5;lumaEndP-=lumaNN*0.5;bool doneN=abs(lumaEndN)>=gradientScaled;bool doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) \n{posN.x-=offNP.x*3.0;}\nif (!doneN) \n{posN.y-=offNP.y*3.0;}\nbool doneNP=(!doneN) || (!doneP);if (!doneP) \n{posP.x+=offNP.x*3.0;}\nif (!doneP)\n{posP.y+=offNP.y*3.0;}\nif (doneNP)\n{if (!doneN) lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN.xy,0.0));if (!doneP) lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP.xy,0.0));if (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;if (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;doneN=abs(lumaEndN)>=gradientScaled;doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) posN.x-=offNP.x*12.0;if (!doneN) posN.y-=offNP.y*12.0;doneNP=(!doneN) || (!doneP);if (!doneP) posP.x+=offNP.x*12.0;if (!doneP) posP.y+=offNP.y*12.0;}\nfloat dstN=posM.x-posN.x;float dstP=posP.x-posM.x;if (!horzSpan)\n{dstN=posM.y-posN.y;}\nif (!horzSpan) \n{dstP=posP.y-posM.y;}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;float spanLength=(dstP+dstN);bool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;float spanLengthRcp=1.0/spanLength;bool directionN=dstN<dstP;float dst=min(dstN,dstP);bool goodSpan=directionN ? goodSpanN : goodSpanP;float subpixG=subpixF*subpixF;float pixelOffset=(dst*(-spanLengthRcp))+0.5;float subpixH=subpixG*fxaaQualitySubpix;float pixelOffsetGood=goodSpan ? pixelOffset : 0.0;float pixelOffsetSubpix=max(pixelOffsetGood,subpixH);if (!horzSpan)\n{posM.x+=pixelOffsetSubpix*lengthSign;}\nif (horzSpan)\n{posM.y+=pixelOffsetSubpix*lengthSign;}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{gl_FragColor=rgbyM;}\nelse\n{gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);}\n#else\ngl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fxaaPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fxaa.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fxaa.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoDb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaPixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l)\n#else\n#define TEXTUREFUNC(s,c,b) texture2D(s,c,b)\n#endif\nuniform sampler2D textureSampler;uniform vec2 texelSize;varying vec2 vUV;varying vec2 sampleCoordS;varying vec2 sampleCoordE;varying vec2 sampleCoordN;varying vec2 sampleCoordW;varying vec2 sampleCoordNW;varying vec2 sampleCoordSE;varying vec2 sampleCoordNE;varying vec2 sampleCoordSW;const float fxaaQualitySubpix=1.0;const float fxaaQualityEdgeThreshold=0.166;const float fxaaQualityEdgeThresholdMin=0.0833;const vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){vec2 posM;posM.x=vUV.x;posM.y=vUV.y;vec4 rgbyM=TEXTUREFUNC(textureSampler,vUV,0.0);float lumaM=FxaaLuma(rgbyM);float lumaS=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordS,0.0));float lumaE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordE,0.0));float lumaN=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordN,0.0));float lumaW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordW,0.0));float maxSM=max(lumaS,lumaM);float minSM=min(lumaS,lumaM);float maxESM=max(lumaE,maxSM);float minESM=min(lumaE,minSM);float maxWN=max(lumaN,lumaW);float minWN=min(lumaN,lumaW);float rangeMax=max(maxWN,maxESM);float rangeMin=min(minWN,minESM);float rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;float range=rangeMax-rangeMin;float rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{gl_FragColor=rgbyM;return;}\n#endif\nfloat lumaNW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNW,0.0));float lumaSE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSE,0.0));float lumaNE=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordNE,0.0));float lumaSW=FxaaLuma(TEXTUREFUNC(textureSampler,sampleCoordSW,0.0));float lumaNS=lumaN+lumaS;float lumaWE=lumaW+lumaE;float subpixRcpRange=1.0/range;float subpixNSWE=lumaNS+lumaWE;float edgeHorz1=(-2.0*lumaM)+lumaNS;float edgeVert1=(-2.0*lumaM)+lumaWE;float lumaNESE=lumaNE+lumaSE;float lumaNWNE=lumaNW+lumaNE;float edgeHorz2=(-2.0*lumaE)+lumaNESE;float edgeVert2=(-2.0*lumaN)+lumaNWNE;float lumaNWSW=lumaNW+lumaSW;float lumaSWSE=lumaSW+lumaSE;float edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);float edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);float edgeHorz3=(-2.0*lumaW)+lumaNWSW;float edgeVert3=(-2.0*lumaS)+lumaSWSE;float edgeHorz=abs(edgeHorz3)+edgeHorz4;float edgeVert=abs(edgeVert3)+edgeVert4;float subpixNWSWNESE=lumaNWSW+lumaNESE;float lengthSign=texelSize.x;bool horzSpan=edgeHorz>=edgeVert;float subpixA=subpixNSWE*2.0+subpixNWSWNESE;if (!horzSpan)\n{lumaN=lumaW;}\nif (!horzSpan) \n{lumaS=lumaE;}\nif (horzSpan) \n{lengthSign=texelSize.y;}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;float gradientN=lumaN-lumaM;float gradientS=lumaS-lumaM;float lumaNN=lumaN+lumaM;float lumaSS=lumaS+lumaM;bool pairN=abs(gradientN)>=abs(gradientS);float gradient=max(abs(gradientN),abs(gradientS));if (pairN)\n{lengthSign=-lengthSign;}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);vec2 posB;posB.x=posM.x;posB.y=posM.y;vec2 offNP;offNP.x=(!horzSpan) ? 0.0 : texelSize.x;offNP.y=(horzSpan) ? 0.0 : texelSize.y;if (!horzSpan) \n{posB.x+=lengthSign*0.5;}\nif (horzSpan)\n{posB.y+=lengthSign*0.5;}\nvec2 posN;posN.x=posB.x-offNP.x*1.5;posN.y=posB.y-offNP.y*1.5;vec2 posP;posP.x=posB.x+offNP.x*1.5;posP.y=posB.y+offNP.y*1.5;float subpixD=((-2.0)*subpixC)+3.0;float lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN,0.0));float subpixE=subpixC*subpixC;float lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP,0.0));if (!pairN) \n{lumaNN=lumaSS;}\nfloat gradientScaled=gradient*1.0/4.0;float lumaMM=lumaM-lumaNN*0.5;float subpixF=subpixD*subpixE;bool lumaMLTZero=lumaMM<0.0;lumaEndN-=lumaNN*0.5;lumaEndP-=lumaNN*0.5;bool doneN=abs(lumaEndN)>=gradientScaled;bool doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) \n{posN.x-=offNP.x*3.0;}\nif (!doneN) \n{posN.y-=offNP.y*3.0;}\nbool doneNP=(!doneN) || (!doneP);if (!doneP) \n{posP.x+=offNP.x*3.0;}\nif (!doneP)\n{posP.y+=offNP.y*3.0;}\nif (doneNP)\n{if (!doneN) lumaEndN=FxaaLuma(TEXTUREFUNC(textureSampler,posN.xy,0.0));if (!doneP) lumaEndP=FxaaLuma(TEXTUREFUNC(textureSampler,posP.xy,0.0));if (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;if (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;doneN=abs(lumaEndN)>=gradientScaled;doneP=abs(lumaEndP)>=gradientScaled;if (!doneN) posN.x-=offNP.x*12.0;if (!doneN) posN.y-=offNP.y*12.0;doneNP=(!doneN) || (!doneP);if (!doneP) posP.x+=offNP.x*12.0;if (!doneP) posP.y+=offNP.y*12.0;}\nfloat dstN=posM.x-posN.x;float dstP=posP.x-posM.x;if (!horzSpan)\n{dstN=posM.y-posN.y;}\nif (!horzSpan) \n{dstP=posP.y-posM.y;}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;float spanLength=(dstP+dstN);bool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;float spanLengthRcp=1.0/spanLength;bool directionN=dstN<dstP;float dst=min(dstN,dstP);bool goodSpan=directionN ? goodSpanN : goodSpanP;float subpixG=subpixF*subpixF;float pixelOffset=(dst*(-spanLengthRcp))+0.5;float subpixH=subpixG*fxaaQualitySubpix;float pixelOffsetGood=goodSpan ? pixelOffset : 0.0;float pixelOffsetSubpix=max(pixelOffsetGood,subpixH);if (!horzSpan)\n{posM.x+=pixelOffsetSubpix*lengthSign;}\nif (horzSpan)\n{posM.y+=pixelOffsetSubpix*lengthSign;}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{gl_FragColor=rgbyM;}\nelse\n{gl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);}\n#else\ngl_FragColor=TEXTUREFUNC(textureSampler,posM,0.0);\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fxaaPixelShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ vUV=(position*madd+madd);sampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;sampleCoordE=
9
9
  #define CUSTOM_VERTEX_MAIN_END
10
10
  }`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const fxaaVertexShader = { name, shader };
15
17
  //# sourceMappingURL=fxaa.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"fxaa.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fxaa.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 texelSize;varying vec2 vUV;varying vec2 sampleCoordS;varying vec2 sampleCoordE;varying vec2 sampleCoordN;varying vec2 sampleCoordW;varying vec2 sampleCoordNW;varying vec2 sampleCoordSE;varying vec2 sampleCoordNE;varying vec2 sampleCoordSW;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd);sampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;sampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;sampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;sampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;sampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;sampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;sampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;sampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fxaaVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"fxaa.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/fxaa.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fxaaVertexShader\";\nconst shader = `attribute vec2 position;uniform vec2 texelSize;varying vec2 vUV;varying vec2 sampleCoordS;varying vec2 sampleCoordE;varying vec2 sampleCoordN;varying vec2 sampleCoordW;varying vec2 sampleCoordNW;varying vec2 sampleCoordSE;varying vec2 sampleCoordNE;varying vec2 sampleCoordSW;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=(position*madd+madd);sampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;sampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;sampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;sampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;sampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;sampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;sampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;sampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const fxaaVertexShader = { name, shader };\n"]}
@@ -16,7 +16,9 @@ void main () {
16
16
  gl_FragColor=gaussianColor(vColor);}
17
17
  `;
18
18
  // Sideeffect
19
- ShaderStore.ShadersStore[name] = shader;
19
+ if (!ShaderStore.ShadersStore[name]) {
20
+ ShaderStore.ShadersStore[name] = shader;
21
+ }
20
22
  /** @internal */
21
23
  export const gaussianSplattingPixelShader = { name, shader };
22
24
  //# sourceMappingURL=gaussianSplatting.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,uDAAuD,CAAC;AAC/D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplattingFragmentDeclaration>\nvoid main () { \n#include<clipPlaneFragment>\ngl_FragColor=gaussianColor(vColor);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,uDAAuD,CAAC;AAC/D,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;CAQd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"gaussianSplattingPixelShader\";\nconst shader = `#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplattingFragmentDeclaration>\nvoid main () { \n#include<clipPlaneFragment>\ngl_FragColor=gaussianColor(vColor);}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingPixelShader = { name, shader };\n"]}
@@ -43,7 +43,9 @@ gl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,
43
43
  }
44
44
  `;
45
45
  // Sideeffect
46
- ShaderStore.ShadersStore[name] = shader;
46
+ if (!ShaderStore.ShadersStore[name]) {
47
+ ShaderStore.ShadersStore[name] = shader;
48
+ }
47
49
  /** @internal */
48
50
  export const gaussianSplattingVertexShader = { name, shader };
49
51
  //# sourceMappingURL=gaussianSplatting.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nmat3 worldRot=mat3(world);mat3 normWorldRot=inverseMat3(worldRot);vec3 dir=normalize(normWorldRot*(worldPos.xyz-vEyePosition.xyz));dir.y*=-1.; \nvColor.xyz=computeSH(splat,splat.color.xyz,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gaussianSplatting.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gaussianSplatting.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qDAAqD,CAAC;AAC7D,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/gaussianSplattingVertexDeclaration\";\nimport \"./ShadersInclude/gaussianSplattingUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/gaussianSplatting\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gaussianSplattingVertexShader\";\nconst shader = `#include<__decl__gaussianSplattingVertex>\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\nattribute float splatIndex;uniform vec2 invViewport;uniform vec2 dataTextureSize;uniform vec2 focal;uniform sampler2D covariancesATexture;uniform sampler2D covariancesBTexture;uniform sampler2D centersTexture;uniform sampler2D colorsTexture;\n#if SH_DEGREE>0\nuniform highp usampler2D shTexture0;\n#endif\n#if SH_DEGREE>1\nuniform highp usampler2D shTexture1;\n#endif\n#if SH_DEGREE>2\nuniform highp usampler2D shTexture2;\n#endif\nvarying vec4 vColor;varying vec2 vPosition;\n#include<gaussianSplatting>\nvoid main () {Splat splat=readSplat(splatIndex);vec3 covA=splat.covA.xyz;vec3 covB=vec3(splat.covA.w,splat.covB.xy);vec4 worldPos=world*vec4(splat.center.xyz,1.0);vColor=splat.color;vPosition=position;\n#if SH_DEGREE>0\nmat3 worldRot=mat3(world);mat3 normWorldRot=inverseMat3(worldRot);vec3 dir=normalize(normWorldRot*(worldPos.xyz-vEyePosition.xyz));dir.y*=-1.; \nvColor.xyz=computeSH(splat,splat.color.xyz,dir);\n#endif\ngl_Position=gaussianSplatting(position,worldPos.xyz,vec2(1.,1.),covA,covB,world,view,projection);\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gaussianSplattingVertexShader = { name, shader };\n"]}
@@ -143,7 +143,9 @@ gl_FragData[REFLECTIVITY_INDEX]=reflectivity;
143
143
  }
144
144
  `;
145
145
  // Sideeffect
146
- ShaderStore.ShadersStore[name] = shader;
146
+ if (!ShaderStore.ShadersStore[name]) {
147
+ ShaderStore.ShadersStore[name] = shader;
148
+ }
147
149
  /** @internal */
148
150
  export const geometryPixelShader = { name, shader };
149
151
  //# sourceMappingURL=geometry.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[SCENE_MRT_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#ifdef SCREENSPACE_DEPTH\ngl_FragData[SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef VELOCITY_LINEAR\nvec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w) -\n(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
@@ -159,7 +159,9 @@ vAlbedoUV=vec2(albedoMatrix*vec4(uv2Updated,1.0,0.0));
159
159
  }
160
160
  `;
161
161
  // Sideeffect
162
- ShaderStore.ShadersStore[name] = shader;
162
+ if (!ShaderStore.ShadersStore[name]) {
163
+ ShaderStore.ShadersStore[name] = shader;
164
+ }
163
165
  /** @internal */
164
166
  export const geometryVertexShader = { name, shader };
165
167
  //# sourceMappingURL=geometry.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,yCAAyC,CAAC;AACjD,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Id,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/geometryVertexDeclaration\";\nimport \"./ShadersInclude/geometryUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `precision highp float;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<__decl__geometryVertex>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;attribute vec3 normal;\n#ifdef NEED_UV\nvarying vec2 vUV;\n#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;varying vec2 vBumpUV;\n#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;uniform mat4 albedoMatrix;varying vec2 vReflectivityUV;varying vec2 vAlbedoUV;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef BUMP\nvarying mat4 vWorldView;\n#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=vec4(finalWorld*vec4(positionUpdated,1.0));\n#ifdef BUMP\nvWorldView=view*finalWorld;mat3 normalWorld=mat3(finalWorld);vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvNormalV=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));\n#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\n#endif\n#endif\nvViewPos=view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=worldPos.xyz/worldPos.w;\n#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#else\nvUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV1\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef ALBEDO_UV1\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#else\nvUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvBumpUV=vec2(bumpMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV2\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef ALBEDO_UV2\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,yCAAyC,CAAC;AACjD,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6BAA6B,CAAC;AAErC,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Id,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/geometryVertexDeclaration\";\nimport \"./ShadersInclude/geometryUboDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/bumpVertex\";\n\nconst name = \"geometryVertexShader\";\nconst shader = `precision highp float;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<instancesDeclaration>\n#include<__decl__geometryVertex>\n#include<clipPlaneVertexDeclaration>\nattribute vec3 position;attribute vec3 normal;\n#ifdef NEED_UV\nvarying vec2 vUV;\n#ifdef ALPHATEST\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef BUMP\nuniform mat4 bumpMatrix;varying vec2 vBumpUV;\n#endif\n#ifdef REFLECTIVITY\nuniform mat4 reflectivityMatrix;uniform mat4 albedoMatrix;varying vec2 vReflectivityUV;varying vec2 vAlbedoUV;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#ifdef BUMP\nvarying mat4 vWorldView;\n#endif\n#ifdef BUMP\nvarying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#if defined(VELOCITY) || defined(VELOCITY_LINEAR)\nuniform mat4 previousViewProjection;varying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;vec3 normalUpdated=normal;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && !defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);vPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=vec4(finalWorld*vec4(positionUpdated,1.0));\n#ifdef BUMP\nvWorldView=view*finalWorld;mat3 normalWorld=mat3(finalWorld);vNormalW=normalize(normalWorld*normalUpdated);\n#else\n#ifdef NORMAL_WORLDSPACE\nvNormalV=normalize(vec3(finalWorld*vec4(normalUpdated,0.0)));\n#else\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normalUpdated,0.0)));\n#endif\n#endif\nvViewPos=view*worldPos;\n#if (defined(VELOCITY) || defined(VELOCITY_LINEAR)) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;previousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n#if defined(POSITION) || defined(BUMP)\nvPositionW=worldPos.xyz/worldPos.w;\n#endif\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\n#include<clipPlaneVertex>\n#ifdef NEED_UV\n#ifdef UV1\n#if defined(ALPHATEST) && defined(ALPHATEST_UV1)\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#else\nvUV=uvUpdated;\n#endif\n#ifdef BUMP_UV1\nvBumpUV=vec2(bumpMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV1\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef ALBEDO_UV1\nvAlbedoUV=vec2(albedoMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#endif\n#ifdef UV2\n#if defined(ALPHATEST) && defined(ALPHATEST_UV2)\nvUV=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#else\nvUV=uv2Updated;\n#endif\n#ifdef BUMP_UV2\nvBumpUV=vec2(bumpMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef REFLECTIVITY_UV2\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#ifdef ALBEDO_UV2\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#endif\n#include<bumpVertex>\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const geometryVertexShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ void main(void)
9
9
  {vec4 texel=texture2D(textureSampler,start+texelOffset);baseColor.a+=texel.a*weights[i];float luminance=getLuminance(baseColor.rgb);float luminanceTexel=getLuminance(texel.rgb);float choice=step(luminanceTexel,luminance);baseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;texelOffset+=texelStep;}
10
10
  gl_FragColor=baseColor;}`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const glowBlurPostProcessPixelShader = { name, shader };
15
17
  //# sourceMappingURL=glowBlurPostProcess.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowBlurPostProcess.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowBlurPostProcess.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;yBAMU,CAAC;AAC1B,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowBlurPostProcessPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;float getLuminance(vec3 color)\n{return dot(color,vec3(0.2126,0.7152,0.0722));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)\n{vec4 texel=texture2D(textureSampler,start+texelOffset);baseColor.a+=texel.a*weights[i];float luminance=getLuminance(baseColor.rgb);float luminanceTexel=getLuminance(texel.rgb);float choice=step(luminanceTexel,luminance);baseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;texelOffset+=texelStep;}\ngl_FragColor=baseColor;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowBlurPostProcessPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowBlurPostProcess.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowBlurPostProcess.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;yBAMU,CAAC;AAC1B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowBlurPostProcessPixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 screenSize;uniform vec2 direction;uniform float blurWidth;float getLuminance(vec3 color)\n{return dot(color,vec3(0.2126,0.7152,0.0722));}\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{float weights[7];weights[0]=0.05;weights[1]=0.1;weights[2]=0.2;weights[3]=0.3;weights[4]=0.2;weights[5]=0.1;weights[6]=0.05;vec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);vec2 texelStep=texelSize*direction*blurWidth;vec2 start=vUV-3.0*texelStep;vec4 baseColor=vec4(0.,0.,0.,0.);vec2 texelOffset=vec2(0.,0.);for (int i=0; i<7; i++)\n{vec4 texel=texture2D(textureSampler,start+texelOffset);baseColor.a+=texel.a*weights[i];float luminance=getLuminance(baseColor.rgb);float luminanceTexel=getLuminance(texel.rgb);float choice=step(luminanceTexel,luminance);baseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;texelOffset+=texelStep;}\ngl_FragColor=baseColor;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const glowBlurPostProcessPixelShader = { name, shader };\n"]}
@@ -68,7 +68,9 @@ gl_FragColor.a=glowColor.a;
68
68
  #endif
69
69
  }`;
70
70
  // Sideeffect
71
- ShaderStore.ShadersStore[name] = shader;
71
+ if (!ShaderStore.ShadersStore[name]) {
72
+ ShaderStore.ShadersStore[name] = shader;
73
+ }
72
74
  /** @internal */
73
75
  export const glowMapGenerationPixelShader = { name, shader };
74
76
  //# sourceMappingURL=glowMapGeneration.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Db,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;uniform sampler2D diffuseSampler;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;uniform sampler2D opacitySampler;uniform float opacityIntensity;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;uniform sampler2D emissiveSampler;\n#endif\n#ifdef VERTEXALPHA\nvarying vec4 vColor;\n#endif\nuniform vec4 glowColor;uniform float glowIntensity;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#include<clipPlaneFragment>\nvec4 finalColor=glowColor;\n#ifdef DIFFUSE\nvec4 albedoTexture=texture2D(diffuseSampler,vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor.a*=albedoTexture.a;\n#endif\n#ifdef HIGHLIGHT\nfinalColor.a=albedoTexture.a;\n#endif\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor.a*=getLuminance(opacityMap.rgb);\n#else\nfinalColor.a*=opacityMap.a;\n#endif\nfinalColor.a*=opacityIntensity;\n#endif\n#ifdef VERTEXALPHA\nfinalColor.a*=vColor.a;\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifdef EMISSIVE\nvec4 emissive=texture2D(emissiveSampler,vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\ngl_FragColor=emissive*finalColor*glowIntensity;\n#else\ngl_FragColor=finalColor*glowIntensity;\n#endif\n#ifdef HIGHLIGHT\ngl_FragColor.a=glowColor.a;\n#endif\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapGenerationPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapGeneration.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapGeneration.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,8BAA8B,CAAC;AAC5C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA8Db,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,4BAA4B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\n\nconst name = \"glowMapGenerationPixelShader\";\nconst shader = `#if defined(DIFFUSE_ISLINEAR) || defined(EMISSIVE_ISLINEAR)\n#include<helperFunctions>\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;uniform sampler2D diffuseSampler;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;uniform sampler2D opacitySampler;uniform float opacityIntensity;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;uniform sampler2D emissiveSampler;\n#endif\n#ifdef VERTEXALPHA\nvarying vec4 vColor;\n#endif\nuniform vec4 glowColor;uniform float glowIntensity;\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\n#include<clipPlaneFragment>\nvec4 finalColor=glowColor;\n#ifdef DIFFUSE\nvec4 albedoTexture=texture2D(diffuseSampler,vUVDiffuse);\n#ifdef DIFFUSE_ISLINEAR\nalbedoTexture=toGammaSpace(albedoTexture);\n#endif\n#ifdef GLOW\nfinalColor.a*=albedoTexture.a;\n#endif\n#ifdef HIGHLIGHT\nfinalColor.a=albedoTexture.a;\n#endif\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vUVOpacity);\n#ifdef OPACITYRGB\nfinalColor.a*=getLuminance(opacityMap.rgb);\n#else\nfinalColor.a*=opacityMap.a;\n#endif\nfinalColor.a*=opacityIntensity;\n#endif\n#ifdef VERTEXALPHA\nfinalColor.a*=vColor.a;\n#endif\n#ifdef ALPHATEST\nif (finalColor.a<ALPHATESTVALUE)\ndiscard;\n#endif\n#ifdef EMISSIVE\nvec4 emissive=texture2D(emissiveSampler,vUVEmissive);\n#ifdef EMISSIVE_ISLINEAR\nemissive=toGammaSpace(emissive);\n#endif\ngl_FragColor=emissive*finalColor*glowIntensity;\n#else\ngl_FragColor=finalColor*glowIntensity;\n#endif\n#ifdef HIGHLIGHT\ngl_FragColor.a=glowColor.a;\n#endif\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const glowMapGenerationPixelShader = { name, shader };\n"]}
@@ -89,7 +89,9 @@ vColor=color;
89
89
  #include<clipPlaneVertex>
90
90
  }`;
91
91
  // Sideeffect
92
- ShaderStore.ShadersStore[name] = shader;
92
+ if (!ShaderStore.ShadersStore[name]) {
93
+ ShaderStore.ShadersStore[name] = shader;
94
+ }
93
95
  /** @internal */
94
96
  export const glowMapGenerationVertexShader = { name, shader };
95
97
  //# sourceMappingURL=glowMapGeneration.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapGeneration.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapGeneration.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Eb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"glowMapGenerationVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;varying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;uniform mat4 diffuseMatrix;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;uniform mat4 opacityMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;uniform mat4 emissiveMatrix;\n#endif\n#ifdef VERTEXALPHA\nattribute vec4 color;varying vec4 vColor;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef CUBEMAP\nvPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*worldPos;gl_Position=vPosition;\n#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef OPACITYUV2\nvUVOpacity=vec2(opacityMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef VERTEXALPHA\nvColor=color;\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapGenerationVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapGeneration.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapGeneration.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Eb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/instancesDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"glowMapGenerationVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#include<clipPlaneVertexDeclaration>\n#include<instancesDeclaration>\nuniform mat4 viewProjection;varying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef DIFFUSE\nvarying vec2 vUVDiffuse;uniform mat4 diffuseMatrix;\n#endif\n#ifdef OPACITY\nvarying vec2 vUVOpacity;uniform mat4 opacityMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;uniform mat4 emissiveMatrix;\n#endif\n#ifdef VERTEXALPHA\nattribute vec4 color;varying vec4 vColor;\n#endif\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\n{vec3 positionUpdated=position;\n#ifdef UV1\nvec2 uvUpdated=uv;\n#endif\n#ifdef UV2\nvec2 uv2Updated=uv2;\n#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n#ifdef CUBEMAP\nvPosition=worldPos;gl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*worldPos;gl_Position=vPosition;\n#endif\n#ifdef DIFFUSE\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef OPACITY\n#ifdef OPACITYUV1\nvUVOpacity=vec2(opacityMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef OPACITYUV2\nvUVOpacity=vec2(opacityMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uvUpdated,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2Updated,1.0,0.0));\n#endif\n#endif\n#ifdef VERTEXALPHA\nvColor=color;\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const glowMapGenerationVertexShader = { name, shader };\n"]}
@@ -25,7 +25,9 @@ gl_FragColor=baseColor;
25
25
  #define CUSTOM_FRAGMENT_MAIN_END
26
26
  }`;
27
27
  // Sideeffect
28
- ShaderStore.ShadersStore[name] = shader;
28
+ if (!ShaderStore.ShadersStore[name]) {
29
+ ShaderStore.ShadersStore[name] = shader;
30
+ }
29
31
  /** @internal */
30
32
  export const glowMapMergePixelShader = { name, shader };
31
33
  //# sourceMappingURL=glowMapMerge.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\nuniform float offset;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);baseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);baseColor.a=alpha;baseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapMergePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapMerge.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapMerge.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergePixelShader\";\nconst shader = `varying vec2 vUV;uniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\nuniform float offset;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);baseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);baseColor.a=alpha;baseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\n#if LDR\nbaseColor=clamp(baseColor,0.,1.0);\n#endif\ngl_FragColor=baseColor;\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const glowMapMergePixelShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ vUV=position*madd+madd;gl_Position=vec4(position,0.0,1.0);
9
9
  #define CUSTOM_VERTEX_MAIN_END
10
10
  }`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const glowMapMergeVertexShader = { name, shader };
15
17
  //# sourceMappingURL=glowMapMerge.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergeVertexShader\";\nconst shader = `attribute vec2 position;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const glowMapMergeVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"glowMapMerge.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/glowMapMerge.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;EAMb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"glowMapMergeVertexShader\";\nconst shader = `attribute vec2 position;varying vec2 vUV;const vec2 madd=vec2(0.5,0.5);\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvUV=position*madd+madd;gl_Position=vec4(position,0.0,1.0);\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const glowMapMergeVertexShader = { name, shader };\n"]}
@@ -39,7 +39,9 @@ gl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);gl_FragColor=applyImageProcessi
39
39
  }
40
40
  `;
41
41
  // Sideeffect
42
- ShaderStore.ShadersStore[name] = shader;
42
+ if (!ShaderStore.ShadersStore[name]) {
43
+ ShaderStore.ShadersStore[name] = shader;
44
+ }
43
45
  /** @internal */
44
46
  export const gpuRenderParticlesPixelShader = { name, shader };
45
47
  //# sourceMappingURL=gpuRenderParticles.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuRenderParticles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration2\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"gpuRenderParticlesPixelShader\";\nconst shader = `precision highp float;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform sampler2D diffuseSampler;varying vec2 vUV;varying vec4 vColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#include<fogFragmentDeclaration>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture2D(diffuseSampler,vUV);gl_FragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;gl_FragColor.rgb=gl_FragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);\n#endif \n#include<logDepthFragment>\n#include<fogFragment>(color,gl_FragColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);gl_FragColor=applyImageProcessing(gl_FragColor);\n#endif\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuRenderParticlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuRenderParticles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,gDAAgD,CAAC;AACxD,OAAO,6CAA6C,CAAC;AACrD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,2CAA2C,CAAC;AACnD,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AAEtC,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration2\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\n\nconst name = \"gpuRenderParticlesPixelShader\";\nconst shader = `precision highp float;\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform sampler2D diffuseSampler;varying vec2 vUV;varying vec4 vColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<logDepthDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#include<fogFragmentDeclaration>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture2D(diffuseSampler,vUV);gl_FragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;gl_FragColor.rgb=gl_FragColor.rgb*alpha+vec3(1.0)*(1.0-alpha);\n#endif \n#include<logDepthFragment>\n#include<fogFragment>(color,gl_FragColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\ngl_FragColor.rgb=toLinearSpace(gl_FragColor.rgb);gl_FragColor=applyImageProcessing(gl_FragColor);\n#endif\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuRenderParticlesPixelShader = { name, shader };\n"]}
@@ -96,7 +96,9 @@ vec4 worldPos=vec4(vPositionW,1.0);
96
96
  #include<logDepthVertex>
97
97
  }`;
98
98
  // Sideeffect
99
- ShaderStore.ShadersStore[name] = shader;
99
+ if (!ShaderStore.ShadersStore[name]) {
100
+ ShaderStore.ShadersStore[name] = shader;
101
+ }
100
102
  /** @internal */
101
103
  export const gpuRenderParticlesVertexShader = { name, shader };
102
104
  //# sourceMappingURL=gpuRenderParticles.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuFb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\nattribute vec3 position;attribute float age;attribute float life;attribute vec3 size;\n#ifndef BILLBOARD\nattribute vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\nattribute float angle;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\nattribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;attribute vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=min(1.0,age/life);\n#ifdef COLORGRADIENTS\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuRenderParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuRenderParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,8CAA8C,CAAC;AACtD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4BAA4B,CAAC;AACpC,OAAO,iCAAiC,CAAC;AAEzC,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAuFb,CAAC;AACH,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration2\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertex\";\nimport \"./ShadersInclude/fogVertex\";\nimport \"./ShadersInclude/logDepthVertex\";\n\nconst name = \"gpuRenderParticlesVertexShader\";\nconst shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset;\n#ifdef LOCAL\nuniform mat4 emitterWM;\n#endif\nattribute vec3 position;attribute float age;attribute float life;attribute vec3 size;\n#ifndef BILLBOARD\nattribute vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction;\n#endif\nattribute float angle;\n#ifdef ANIMATESHEET\nattribute float cellIndex;\n#endif\nattribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW;\n#if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#include<fogVertexDeclaration>\n#include<logDepthDeclaration>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;attribute vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition;\n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;\n#ifdef LOCAL\nreturn ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner;\n#else\nreturn (position+worldOffset)+alignedCorner;\n#endif\n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=uv;\n#endif\nfloat ratio=min(1.0,age/life);\n#ifdef COLORGRADIENTS\nvColor=texture2D(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x;\n#ifdef BILLBOARD\nvec4 rotatedCorner;rotatedCorner.w=0.;\n#ifdef BILLBOARDY\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=(position+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=(position+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0));\n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;\n#ifdef LOCAL\nvec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner;\n#else\nvec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner;\n#endif\nvPositionW=(invView*viewPosition).xyz;\n#endif\n#else\nvec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0);\n#endif\ngl_Position=projection*viewPosition;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG)\nvec4 worldPos=vec4(vPositionW,1.0);\n#endif\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<logDepthVertex>\n}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuRenderParticlesVertexShader = { name, shader };\n"]}
@@ -5,7 +5,9 @@ const shader = `#version 300 es
5
5
  void main() {discard;}
6
6
  `;
7
7
  // Sideeffect
8
- ShaderStore.ShadersStore[name] = shader;
8
+ if (!ShaderStore.ShadersStore[name]) {
9
+ ShaderStore.ShadersStore[name] = shader;
10
+ }
9
11
  /** @internal */
10
12
  export const gpuTransformPixelShader = { name, shader };
11
13
  //# sourceMappingURL=gpuTransform.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuTransform.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuTransform.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuTransformPixelShader\";\nconst shader = `#version 300 es\nvoid main() {discard;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuTransformPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuTransform.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuTransform.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,yBAAyB,CAAC;AACvC,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuTransformPixelShader\";\nconst shader = `#version 300 es\nvoid main() {discard;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuTransformPixelShader = { name, shader };\n"]}
@@ -27,7 +27,9 @@ mat4 finalWorld=identity;
27
27
  #include<bakedVertexAnimation>
28
28
  vec4 worldPos=finalWorld*vec4(positionUpdated,1.0);outPosition=worldPos.xyz;}`;
29
29
  // Sideeffect
30
- ShaderStore.ShadersStore[name] = shader;
30
+ if (!ShaderStore.ShadersStore[name]) {
31
+ ShaderStore.ShadersStore[name] = shader;
32
+ }
31
33
  /** @internal */
32
34
  export const gpuTransformVertexShader = { name, shader };
33
35
  //# sourceMappingURL=gpuTransform.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuTransform.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuTransform.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;8EAgB+D,CAAC;AAC/E,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"gpuTransformVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\nout vec3 outPosition;const mat4 identity=mat4(\nvec4(1.0,0.0,0.0,0.0),\nvec4(0.0,1.0,0.0,0.0),\nvec4(0.0,0.0,1.0,0.0),\nvec4(0.0,0.0,0.0,1.0)\n);void main(void) {vec3 positionUpdated=position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nmat4 finalWorld=identity;\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);outPosition=worldPos.xyz;}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuTransformVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuTransform.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuTransform.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,0BAA0B,CAAC;AACxC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;8EAgB+D,CAAC;AAC/E,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,wBAAwB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\n\nconst name = \"gpuTransformVertexShader\";\nconst shader = `attribute vec3 position;\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\nout vec3 outPosition;const mat4 identity=mat4(\nvec4(1.0,0.0,0.0,0.0),\nvec4(0.0,1.0,0.0,0.0),\nvec4(0.0,0.0,1.0,0.0),\nvec4(0.0,0.0,0.0,1.0)\n);void main(void) {vec3 positionUpdated=position;\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\nmat4 finalWorld=identity;\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);outPosition=worldPos.xyz;}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuTransformVertexShader = { name, shader };\n"]}
@@ -5,7 +5,9 @@ const shader = `#version 300 es
5
5
  void main() {discard;}
6
6
  `;
7
7
  // Sideeffect
8
- ShaderStore.ShadersStore[name] = shader;
8
+ if (!ShaderStore.ShadersStore[name]) {
9
+ ShaderStore.ShadersStore[name] = shader;
10
+ }
9
11
  /** @internal */
10
12
  export const gpuUpdateParticlesPixelShader = { name, shader };
11
13
  //# sourceMappingURL=gpuUpdateParticles.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesPixelShader\";\nconst shader = `#version 300 es\nvoid main() {discard;}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,+BAA+B,CAAC;AAC7C,MAAM,MAAM,GAAG;;CAEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesPixelShader\";\nconst shader = `#version 300 es\nvoid main() {discard;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesPixelShader = { name, shader };\n"]}
@@ -261,7 +261,9 @@ outCellIndex=float(int(cellInfos.x+ratio*dist));
261
261
  #endif
262
262
  }}`;
263
263
  // Sideeffect
264
- ShaderStore.ShadersStore[name] = shader;
264
+ if (!ShaderStore.ShadersStore[name]) {
265
+ ShaderStore.ShadersStore[name] = shader;
266
+ }
265
267
  /** @internal */
266
268
  export const gpuUpdateParticlesVertexShader = { name, shader };
267
269
  //# sourceMappingURL=gpuUpdateParticles.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkQZ,CAAC;AACJ,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta; \nif (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(direction1+(direction2-direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/gpuUpdateParticles.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,gCAAgC,CAAC;AAC9C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkQZ,CAAC;AACJ,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"gpuUpdateParticlesVertexShader\";\nconst shader = `#version 300 es\n#define PI 3.14159\nuniform float currentCount;uniform float timeDelta;uniform float stopFactor;\n#ifndef LOCAL\nuniform mat4 emitterWM;\n#endif\nuniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;uniform vec4 color2;\n#endif\nuniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;uniform float radiusRange;uniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;uniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;uniform float height;uniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;uniform float coneAngle;uniform vec2 height;\n#ifdef DIRECTEDCONEEMITTER\nuniform vec3 direction1;uniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\nin vec3 position;\n#ifdef CUSTOMEMITTER\nin vec3 initialPosition;\n#endif\nin float age;in float life;in vec4 seed;in vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;in vec3 noiseCoordinates2;\n#endif\nout vec3 outPosition;\n#ifdef CUSTOMEMITTER\nout vec3 outInitialPosition;\n#endif\nout float outAge;out float outLife;out vec4 outSeed;out vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;uniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec4 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;}\nvec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));}\nvoid main() {float newAge=age+timeDelta; \nif (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed;\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(direction1+(direction2-direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nangle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.0001;\n#else\nfloat h=randoms2.y*height.y;h=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); \nvec3 randoms3=getRandomVec3(seed.z);\n#ifdef DIRECTEDCONEEMITTER\nnewDirection=direction1+(direction2-direction1)*randoms3;\n#else\nif (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {newDirection=normalize(newPosition+directionRandomizer*randoms3); }\n#endif\n#elif defined(CUSTOMEMITTER)\nnewPosition=initialPosition;outInitialPosition=initialPosition;\n#else \nnewPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\n#ifdef LOCAL\noutPosition=newPosition;\n#else\noutPosition=(emitterWM*vec4(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#ifndef BILLBOARD \noutInitialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nvec3 initial=newDirection;\n#else \nvec3 initial=(emitterWM*vec4(newDirection,0.)).xyz;\n#endif\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#if defined(CUSTOMEMITTER)\noutPosition=position+(direction-position)*ageGradient; \noutInitialPosition=initialPosition;\n#else\noutPosition=position+direction*directionScale;\n#endif\noutLife=life;outSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\noutDirection=direction;\n#else\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2;\n#endif \n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;float dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset;\n#else\nfloat cellStartOffset=0.;\n#endif \nfloat ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);}\nelse {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);}\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const gpuUpdateParticlesVertexShader = { name, shader };\n"]}
@@ -9,7 +9,9 @@ uniform float intensity;uniform float animatedSeed;varying vec2 vUV;
9
9
  void main(void)
10
10
  {gl_FragColor=texture2D(textureSampler,vUV);vec2 seed=vUV*(animatedSeed);float grain=dither(seed,intensity);float lum=getLuminance(gl_FragColor.rgb);float grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;gl_FragColor.rgb+=grain*grainAmount;gl_FragColor.rgb=max(gl_FragColor.rgb,0.0);}`;
11
11
  // Sideeffect
12
- ShaderStore.ShadersStore[name] = shader;
12
+ if (!ShaderStore.ShadersStore[name]) {
13
+ ShaderStore.ShadersStore[name] = shader;
14
+ }
13
15
  /** @internal */
14
16
  export const grainPixelShader = { name, shader };
15
17
  //# sourceMappingURL=grain.fragment.js.map